
So, the lack of updates last weeks has been the first official fail of 2010. Thankfully, I have many readers to remind me of the fact. Actually just one, but hey, in spirit he’s LEGION! So, lack of updates has been primarily about taking a much needed break, catch up to some of the games I didn’t get a chance to play in 2009, and wondering just how things can get worse this year. So, the links.
- John Romero (yes, Him) talks about Squaresoft’s Secret of Mana and Nasir Gebelli, its main programmer, in particular. For those unaware of him, Nasir gained a certain reputation in the field, starting from the Apple II days. In this piece Romero talks about the game’s convoluted development process, with several curious insights.
- “That poor confused girl”. Sony advertisement at its best.
- Memorable faith. This GameSetWatch opinion piece explores how Mirror’s Edge – and Faith, it’s lead character – are more memorable during gameplay than in any attempts at traditional storytelling. I’ve been saying this for years. Gameplay as narrative (also see: Grand Theft Auto, Deus Ex, Elite, roguelikes, etc.) is what separates videogames from the rest. Why butcher what’s unique about them?
- Daniel Bullard-Bates discusses how movie editing – the process of trimming down the fat and focusing on the more salient scenes for theatrical releases, then opting to include deleted content as an extra in DVD releases – should be applied to videogames as well. An interesting idea, in particular to the genre he applies it to – role-playing games – but of note, the mediums are based on different approaches to content. Playing Arcanum: of Steamworks and Magick Obscura, some of the situations that had the most impact were of my characters living in a near-constant state of poverty, literally scavenging trash cans in search of refuge from which to build items so they could sell them for profit. If you were to adapt the game into film, however, you’d be hard pressed to find a large audience willing to watch this kind of content several times. But in videogame format, they were one of the experiences that built the character. Worth reading, nonetheless.
- Speaking of role-playing games, Grayson Davis wonders about playing a role from a narrative perspective (such as a hero who carries the burden of saving the world), and sacrificing narrative integrity for content (such as making a choice that goes against an heroic role just to access more content). He argues on whether you should blame the developer or yourself, and how different interests can provide different experiences in the genre. Go read.
- Trailer for DSi’s upcoming Dark Void Zero. I’m willing to bet that, just like what happened with Bionic Commando Rearmed and Bionic Commando, I’ll enjoy the retro version more than the so called “next gen” one.
- Record of Agarest War and Prinny 2: Dawn of the Great Pantsu War. AKA, a reason to feel dirty about videogames.
- Over at Eurogamer.net, Alexander Gambotto-Burke wrote about how it’s often a good idea to have see people like Romero and Molyneux fail, coming to the conclusion that the more dangerous experiments that end up failing are often preferable to the soulless, by the book games the industry. Applause to be had, although it’s arguable that Heavy Rain, in his words, has been sparking a dialogue among gamers about “emotional engagement, artistic sophistication, and alternative approaches to interactive storytelling in videogames”. Problem is this has happened for years now but the larger part of gamers dismiss it on the principle that most of these dialogues have been happening in the segments they don’t care about – namely, great thinkers and independent developers that generally work outside the industry.
- Days of a future past.
- Super Mario Jesus.
- The pen is slower than the sword, but it has the power to summon law enforcement.
- Feeling traumatized after watching Avatar? Too depressed because Pandora isn’t real? The internet has a solution. Maybe.
- Guitar Villain.
ಠ_ಠ