Browsing the archives for the Culture category

Mega Man Fan Movie

No Comments
Culture, Visual

I don’t think I can embed this player, but check out this link anyway.

http://ningin.com/mediastream/item:show/2008/11/21/megaman-movie-official-trailer/

Continue Reading »

Videogame Gourmands

No Comments
Culture, Games

I’m really fucking tired of people who play Xbox 360 and PS3 calling themselves “hardcore gamers.” Look at the list of top 10 games on 360 up above. See anything in common? Those are the games that most people play on 360, and with the exception of Braid, they also happen to be the most popular, most heavily marketed, and most consumer-oriented games in the industry. It’d be like someone eating a meal at McDonalds and saying “I’m a foodie!” No, you’re not. If you’re into movies, you don’t go out and see Jurassic Park and call it a day. You try to see movies that try new and interesting things. The types of movies that only someone who has watched thousands of movies could appreciate for doing something unique.

Maddox, as usual, pretty much nails it.

I only tend to buy one or two videogames a year. Who really needs more than that? Of course, through the magic of informed decision making, pretty much every videogame that I buy is worth hundreds of hours of entertainment, and will usually be different from the last game I bought.

The entire console game market is amazingly analogous to fast food. Not only do we have games getting shorter and shorter, delivering 15, 10, 8, 6 hours of gameplay, but each is increasingly seen as less and less of a valuable thing unto itself. If you’ve got a hit game, why bother to patch up the major flaws, as good computer game developers of yore did, when you can just release a sequel? That’s not even digging into the stagnation of gameplay and the devaluation of storytelling when you’re simply trying to impress a bunch of kids.

We Interrupt This Non-Broadcast…

2 Comments
Culture, Music, Politics, Visual

Many moons ago I posted this video called Flying at Tree Level.

It’s a stunt/trick video showing some of the insane movement tactics in UT2004. The other day while checking my email I got a friendly message from the YouTube Police telling me that this video had been removed for violating copyright.

Now, as it turns out, YouTube hasn’t totally removed the video, they’ve simply muted the audio. Fine, at least they’re not totally annihilating volumes of original work just because they include something that may be copyrighted*.

*Although, the distinction must be made that these works themselves have copyright, what they don’t have is deep pockets and teams of lawyers to aggressively antagonize hundreds of millions of people.

So, anyway I went back and took a look at this so called copyright violation. Apparently the audio on this video was pulled because it contains a whole 40 seconds of the song “I Believe I Can Fly” by Space Jam. What a crock. Bitterly ironic that it gets pulled for containing only the main chorus of a song by a band who only ever made one popular song…

Update: Related Reddit thread.

Mirror’s Edge

3 Comments
Culture, Games

Awhile back I got exposed to Mirror’s Edge, a new game by Dice/EA. There’s been a fair bit of buzz about this game, because … Well, I’m not really sure why. Basically, it’s a first-person platformer, the goal seemingly being to get from point A to point B.

The game looks pretty slick, visually. The design style of the environments is realistic, but austere in a way that a lot of games haven’t been lately. Almost all game designers are pushing a more-is-more angle, but what we’ve seen of the game breaks away from that.

I have mentioned before that Michael Blowhard is one of my favorite culture critics (perhaps culture enthusiast is a better term?), but there’s one thing I’ve never quite seen eye-to-eye with him on. One of Michael’s themes is looking at modern advertising, and examining how so much of our current design sensibilities arise from the tools used to construct those design sensibilities. For example, People with metallic skin, words with incomprehensible (parenthetical or [bracketed]) emphasis are seen as byproducts of the techno-fetishization that goes on in a design world entirely run by computers. One design theme that seems to come up again and again is the idea that the human form is infinitely malleable — Which is not to say that advertisers have a fetish for portraying humans as unformed lumps of clay, but rather that designers go out of their way to display the human form used in physically implausible ways. One of the culprits he names in this is typically video-games, which by their very nature have abstracted the form from the function.

Personally, I disagree with the conclusion that this tabula rasa physicality comes from videogames. It’s certainly invested in videogames, a medium where every woman is capable of being just as fast, strong, smart, and charming as any superhuman male protagonist. But the bigger culprit to me is movies — Movies have latched on to the concept of elastic physicality far more than videogames have, if only because videogames are typically more abstract in their presentation (due to technical limitations). In a videogame you are in control of your character, so when your on-screen avatar who happens to be an attractive 100lb female grabs a 200lb burly security guard and tosses him into a wall, it’s less about the character doing this than about you doing this by mastering the game’s mechanics. On the other hand, once special effects in movies allowed it, we increasingly began to see 100lb females beating up 200lb males, overpowering them, often multiple opponents at a time. Because movies are a medium of presentation and not of interaction, the emphasis really becomes that of showing a woman performing spectacularly outlandish things.

What really struck me about Mirror’s Edge is how it seems to be less about the player interacting with the world and more about the presentation of your avatar (Faith) interacting with the world. This is a trend toward the cinematic over the interactive. Paradoxically, it is probably Mirror’s Edge’s greatest strength to think that in moving towards a cinematic valuation of presentation it also enhances interactivity (at least on some level) by providing a more immersive sensory experience than other first-person-games.

My big problem with Mirror’s Edge is that I find it totally implausible. It is implausible not only in the way the main character is presented interacting with the environment, but the entire premise of this near-future world which follows-our-rules-but-doesn’t. Even if we can accept the implausibility of our 100lb protagonist running around, jumping 30 foot gaps, sliding down 100 feet on steel cables, dodging bullets, and shrugging everything off with a roll, what is our rationale for accepting that our supermodel protagonist would even bother risking life and limb to deliver letters? Accepting these things is accepting the premises so frequently promoted through other media that the human form is something infinitely malleable– that being a 100lb waif-thin female doesn’t stop one from being a top-notch athlete who can do superhuman stunts that would cause most people to break a wrist, ankle, or worse; that being a supermodel-class female beauty doesn’t carry social cachet and expectations that would make this sort of life-risking behavior unnecessary and pointless.

I want to point this out, because I know this game has been praised and praised for its supposedly progressive visual design, but Faith is just another supermodel in a long line of supermodel protagonists. There is nothing new or refreshing or progressive in her visual design for anyone who has anything more than a politicized interest in videogames. A tank top and pants are nothing to go nuts over. Aside from her clothing, how is Faith any different from Paris Hilton?

Even though I am inclined to believe that movies, more than videogames, are pushing an ideology of physical mutability, I think it’s inevitable that games such as Mirror’s Edge are beginning to adopt this subtext wholesale as the entire medium moves towards emulating the cinema. It really isn’t unexpected, given that very few videogames (none which I know of) actually treat the physical representation of a character as inextricable from that character’s capabilities in the game world. That seems like a shame, since to the extent that videogames survive as non-mainstream media expressions, they …

… are pure products of the the engineer and nerd culture that is completely different from, say, the culture born of marketing, social sciences and various “critical studies” that currently dominates Hollywood and print media. (Link)

Alarmist? Perhaps. But I also think that Mirror’s Edge will just not be a very good game, and that this is not entirely unseparate from the tropes it adopts and the forces that it panders to.

Flagellant

No Comments
Culture, Technology

I wrote a post yesterday about Shamus’ post revealing the scary-as-hell Electronic Arts / Big Brother plot to “integrate” all of your purchases from EA with your online accounts and make it so that any infraction (real or perceived) can cost you all of your games. (I have no doubt, by the way, that this is all part of a plot to try and convince courts that they aren’t selling a “game” they’re selling a “service” and that thus, their EULAs could actually be something more than trash not worth the bytes they’re printed on.)

I just saw this comment by Factoid though and wanted to respond to it:

My tinfoil hat alarm just went off. I’m now pretty much convinced that EA is deliberately killing off the PC platform. They hate the pirates so much, that they’re waging a war of attrition against them. Except it’s not normal attrition, where you try to grind the OTHER guy down until there’s nothing left….they’re grinding THEMSELVES down, and making the pirates look on in horror, A Clockwork Orange style.

This image reminds me of the scene in Fight Club where Edward Norton begins fighting himself inside of his boss’ office. And while his boss looks on in horror about the deranged man who is mutilating himself, he can’t speak out about it because if he does he’ll be pinned with the assault. It’s exactly the same, except Electronic Arts is both sending the boss to jail and accepting tons of bribe money.

Semi-related: Today I saw this article in which a Harvard lawyer points out the pitfalls in letting the [supposed] plaintiff decide who to prosecute, accept bribes for prosecuting or not prosecuting, and charge hundreds of thousands of times the value of the perceived infraction.

Girls Should Not Play Videogames

No Comments
Culture, Games

[Unless they legitimately enjoy them.]

I’m tired of the litany that [more] girls “should” play videogames.

Face it. Videogames, at least the videogames which are always meant by the term, are designed for boys. What are Counter Strike or Halo or Call of Duty? They’re the modern equivalent of going out to hunt or fight. It’s simulated fighting, or sports. And what do boys do? They compete with each other.

Are all games like this? Well, of course not. You’ve got your Myst, you’ve got Civilization, you’ve got a million other games that aren’t training simulators for boys to learn how to practice hand-eye coordination and fighting tactics.

Thing is, the focus on girls not playing videogames is always about this small subset of games which are, for obvious reasons, attractive to men and young boys. These are games which are acting out traditional male roles in fighting and competition, but in a safe and nondestructive way. They cultivate masculinity, why would most women be interested in that? Sure, you’ve got your outliers, but that’s pretty much the situation on the ground right now — Nerdy tomboy girls playing masculine shooters. The non-obvious twist is that women are actually a majority of videogame players once you look at things like Bejeweled, Literati, The Sims, and Facebook, they’re just not as interested in the masculine games.

I can’t count how many articles I’ve read with so much hand-wringing over these intuitive observations. These sorts of articles tend to like to profile female gamers. “Whenever I beat a guy, I like to shout over the mic, ‘You just got beaten by a girl!’” they’ll say. The point being, if you’re a girl and you play videogames, you must glorify your victories over men.

Not only is this a blow to their masculinity, but it denigrates a woman’s femininity. This is why playing videogames is a lose-lose proposition. Women don’t need to emulate masculine behaviors to have worth. It’s not even beneficial to be a “gamer girl” if you’re going to constantly compete against your boyfriend or husband and question his masculinity when you win. There are plenty of girls out there who like certain games, and who can show interest in their boyfriend or husband’s activities without making that next step to trying to become one of the guys.

Selective Sexism

No Comments
Culture, Politics

First off, I want to get this out of the way: Epic Games has really lost touch with their gamer base. They tasted the forbidden fruit of easily-swayed 12 year olds with Gears of War and have pretty much abandoned their past market — A mature and discerning gamer who demands a superior quality product.

Nevertheless, I came across this article on Kotaku which I thought was really silly. The main point of the article is unremarkable, it’s talking about Epic’s decision to go with EA (probably not a bad thing given what a debacle Midway has been with UT3) and their new projects in production.

The fun part is when the Kotaku interviewer chides Mike Capps for Epic’s “lack of female characters”:

As a parting shot, I asked about chicks in this new game. I hinted (flat-out said) every Epic game I’ve seen is severely devoid of badass females (except Unreal Tournament) and wanted to know if he planned to do anything about it. Apparently, I’m not the only one with this concern. Capps’s girlfriend is also very interested in the badassitute of female characters in Epic games – ditto for the EA handler’s girlfriend and double it for all the guys at People Can Fly with girlfriends.

Really, so “every Epic game” he’s seen is severely devoid of badass females?

Lets look at their past titles: Epic Pinball. Jazz Jackrabbit. Unreal (main character was by default, female). Unreal 2. Unreal Tournament. Unreal Tournament 2003. Unreal Tournament 2004. Unreal Tournament 3. Unreal Championship. Unreal Championship 2. Gears of War.

Pinball and Jazz are not exactly relevant here. And the only Unreal title that doesn’t feature “badass females” (badass of course, meaning “sexy female character who turns boys on by being into guns and killing stuff in the same way that adolescent boys are”) is Unreal 2. Even there, we can’t really know what Aida is like because she never sees combat in the game. She’s touted as a military genius, though, and her strategy won a past war — she just doesn’t like killing.

So basically, this Kotaku guy puts on his feminist waders and goes to chide Epic. “Of your past 9 futuristic paramilitary shooter games, one of them has not featured a ‘badass female.’ When are we going to see more games from you guys that feature ‘badass females.’”

How utterly stupid. Not that it’s anything special, it is pretty typical.

The Watchmen Is Horrible

No Comments
Art, Culture

After seeing The Dark Knight recently and being exposed to The Watchmen trailer, I finally decided to sit down and see what this graphic novel was all about. Surely, I thought, there must be a reason why this graphic novel is universally lauded in this subculture. So I read The Watchmen.

I don’t regret reading it at all. But I do regret forgetting that most people have no taste, and those who aren’t, the ones who are always promulgating the comic-books-as-serious-art-form idea, are aspiring-to-be tasteless. That’s my fault for forgetting that these people are just remora catching on to the big sharks in the water.

On some levels I think The Watchmen is kind of interesting. It’s got an ending which is such a huge Deus Ex Machina that it puts Deus Ex Machina to shame. At least in a Greek play, if you are going to have a Deus Ex Machina, the existence of said god is understood to be true within the context of the world of the play. Which is to say, if Orestes is being chased by the Furies, and he cries out to Athena to save him — And then she comes and saves him — The world of the play has already established for us that Athena exists, and if she comes flying in on stage it’s not breaking any of our expectations. Now if, say, we were watching a play about say, Willy Loman, and in the final act Athena pops in without being mentioned at any point prior in the play — That’s exactly what the climax of The Watchmen is.*

Then we’ve got the whole Black Freighter incident, which in some ways reminds me of the Greek Chorus. I suppose the main difference being, the Greek Chorus actually served a purpose beyond reiterating and framing the action onstage — They served both an aesthetic and narrative purpose in driving the story. The Black Freighter, on the other hand, pretty much drags the whole plot down for me. Yes, yes, parallelism, get on with it. This whole side-narrative actively reduced my enjoyment of the main narrative, with nothing more to show for it than my own irritation at the pretense of parallelism equalling depth.

And, well, there are about a hundred other reasons that this comic was an unenjoyable read for me, from its lax worldbuilding to its unlikeable characters. But more importantly, I think is addressing the idea why Watchmen receives all the praise anyway — “It was the first.”

While Art History and the like loves to make a big deal out of firsts — The modern realm of literary and art theorization is built up on a foundation of incestual and incessant self-referencing, and it’s easy to point to firsts (or, more commonly, to designate a first). But I’m not particularly fond of this sort of notion of “progress,” at least not beyond the idea of sophistication of craftsmanship.

So while The Watchmen may have been first, I think it’s pretty inevitable that lessons in characterization learned from books, plays, television, and movies would have come to comics with or without The Watchmen. The cross-pollination is inevitable given the universality of media. And concurrent works like The Dark Knight Returns pretty much prove the point. The innovation here in being first (or rather, being designated first for expediency in a certain critical narrative) was coming, whether or not Watchmen came about. There’s probably even room to argue that, due to The Watchmen being raised up by certain cultural activists, the process was actually retarded.

The Watchmen’s major appeal to me was in the ways it utilized the comic medium in ways that many other comics I’ve seen do not do. And, although I can respect the technical merit of multiple encroaching simultaneous narratives like we have with the Black Freighter, the virtuosity of this technique doesn’t add to the story, or otherwise make for a more entertaining experience.

The closest analog that comes to mind is the virtuoso guitar work common in metal bands — As incredible as it may be to be able to play with that level of intensity, the end result is often less viscerally satisfying than more simplistic but well-executed musicianship. Even on the intellectual level where I can appreciate what Alan Moore is trying to do, the experience is often marred by Moore’s own craziness (The most apparent case-in-point, how he takes psychic power as a given in the story of The Watchmen).

I have a bit of trepidation about the upcoming movie — On the one hand, I fully expect audiences to hate it. It’s a bleak story, it’s a complex story, and it’s nothing like you’d expect from a “comic book movie.” That gives me a bit of hope, because even though we may hate this comic book for different reasons, at least it might become culturally acceptable to point out that it’s bad.
On the other hand, I also expect that if people are primed enough about how “good” Watchmen is, they’ll believe it even if they don’t actually like it. In which case it will be even more frustrating, because instead of hearing from one random person how cool it is when Dr. Manhattan demolecularizes some Viet Cong, I’ll have to hear about it from every random ten year old with an internet connection.

*I am not referring to genetic engineering here, since the universe of The Watchmen establishes genetic engineering. I’m referring to other aspects of the plan which are in-credible.

Diablo 2 Was Not Grey

1 Comment
Art, Games

Apparently, after the Diablo 3 announcement and promotional/demonstrational videos, a couple thousand deluded Diablo 2 fans signed a petition asking for the colors in Diablo 3 to be toned down. This was followed by some silly Photoshop dabblers using the desaturate slider on some of Blizzard’s screenshots to turn down the intensity of the beautiful colors and effects Blizzard has shown to us so far.

So now the Art Director for Diablo 3 has sat down and taken a look at the screenshots and made some comments on why they chose the art direction they did. It’s a pretty interesting look into the rationale of their choices, although the reasons should be pretty apparent– Nevertheless, for things that seem obvious when spoken about in design principle terms, a lot of smart people consistently get this wrong in practice. So perhaps worth reiterating.

The most amusing bit of this story for me is just the patina of nostalgia that is obvious from people who are petitioning for a “darker” feel. Diablo 2 was not all that “dark” at all. 4/5 acts had major overland areas that were substantially non-greyscale. The lands around Tristram, the desert, the jungles of Kurast, and the Barbarian homelands… None of these were dominated by a grey color palette, not even the snowy areas of act 5. Act 4 was pretty grey, but it’s uh, Hell. As for me, I’ll be really happy to see vibrant greens and autumn hues, and then watch it all fall away as my character descends deep into the nightmare of Diablo’s realm.