The Video Game Gender Wars Explode!
My opinions on everything, squeezed into a sweet and tart refreshment.
Posted by
Charles
at
Friday, July 13, 2012
0
critiques
Labels: culture, sexism, video games
Recently a blogger got access to a backup drive of a shared network from Infocom, which published most of the great text adventure games of the '80s. He decided to post correspondence about a proposed
Sequel to Hitchhiker's Guide to the Galaxy that was abandoned.
For fans of Infocom it's an interesting article, but the most interesting part is an almost endless comments section populated with posts from old Infocom employees. The comments make a lively discussion. Michael Bywater, who is the subject of some negative correspondence, expresses fury that the blogger didn't bother to contact anyone involved to get a fuller story, and there's a lively discussion about the responsibility of journalists and bloggers and the legality of releasing this information. There are also a lot of nasty shots at Bywater, whose fury does not sit well with the blogger's fans (the nastiest comments were apparently removed by the blogger). This is mixed in with comments from other Infocomers discussing and clarifying the game, most notably a long, detailed post by Steve Meretzky. The best post is from Bywater, who after a couple of days of furious emails calms down and posts a wildly funny mock up of a text adventure and announces that he has agreed to write about the abandoned game for Wired. There are also a lot of people writing in just to say they loved Infocom games, which is less interesting (Bywater, by the way, apparently was the main writer on my favorite Infocom game Beauracracy).
Before the Internet, where could you read a corporation's internal memos and then have a lively discussion with the people who wrote those memos? It's so cool.
Posted by
Charles
at
Tuesday, April 29, 2008
0
critiques
Labels: infocom, video games
Recently I came across a pretty aggravating thread trashing me for my review of Bioshock. It was remarkable both because it was a collection of furious diatribes against me in spite of my generally glowing review and because it was full of nonsense, include a statement that I just took over the column from a guy who has never written it.
It annoyed me enough that I decided to register for the forum so I could reply to that thread, but it seems new members have to be okayed by a moderator who has apparently gone AWOL, since it's been a couple of weeks and I'm still not able to post. So just for the record I'm putting my reply here. I'd been meaning to blog at some point in more detail about the problems with Bioshock's story anyway; it drives me crazy how critics keep acclaiming the game's storytelling, which is really quite weak.
Some fanboy also recently graffitied my wikipedia entry; probably someone mad that I didn't declare Halo 3 the greatest game in the history of the universe.
Here's the reply I was going to post to quartertothree [WARNING: BIOSHOCK SPOILERS BELOW].
Just came across this thread. It’s fine that you disagree with me, I disagree with critics all the time. Although I don’t usually rant and rave about people who positively review something I like because I disagree with a couple of points. (The last thing I felt like ranting about was the San Francisco movie critic who said “Click!” was almost perfect; that’s just insane.) But there are a lot of things said about me in this thread that simply are untrue, so I wanted to respond.
First off, I played BioShock all the way through, down to the very sweet final cut scene where you grow old and all the little girls love you. I saved almost all the little sisters and only killed one just to see what it was like, but restarted from a save point after that so I wouldn’t sully my good guy status (I like playing good guys in games, it’s just a preference).
I don’t know why, since I repeatedly talked about how great the game was, you would assume I hadn’t played it. Why would I not play a brilliant game? Is it really impossible to believe someone could play the same game as you and disagree with your take on it?
Second, Seth Schiesel never wrote the game theory column, except for a couple of columns when the Times was auditioning new game columnists. I have been writing the column for years and years. Seth writes articles on gaming but not, for the Times, reviews (with one or two exceptions). But I imagine it’s more fun for some of you to read Seth’s articles because, since they are reporting rather than reviewing, they don’t say anything critical about a game that could upset you.
What I write are reviews, in spite of what one poster said. This poster also mentioned my review of Daikatana, which is odd since I never reviewed Daikatana for the Times, although I did briefly pan it for some long-forgotten publication that I’m sure he never read.
The reason I write about more than one game in a review is because that’s what the Times wants from me (it started when they changed the column from weekly to biweekly and decided they didn’t want to lessen the number of games reviewed). Rather than trying to find two thematically similar games, I try to find the games I feel most deserve attention and then write a transition between them. People have complained about this before, but I have actually grown to like the approach. Anyway, there are already so many good games I don’t have space for that I would hate to leave out any more than I already have to.
Now as for the Art Deco thing, people seem to be making the assumption that I believe all the buildings should have been rebuilt to reflect modern architecture. Yes, that would be a stupid point, but it’s certainly not one I was making. Keep in mind that Art Deco doesn’t just mean the shell of the buildings. It means all the furnishings, fixtures, posters and ads on the walls. I don’t think it’s unreasonable to suggest that it’s odd that a society would stay that aesthetically static for so long; it would suggest that there is not a single creative person trying out new ideas. But it was a pretty brief comment so I don’t know why there’s such a focus on it. I love Art Deco, it’s my favorite architectural style and I think it’s a tragedy that when it went out of fashion many of those buildings were destroyed because people considered them tacky. But I don’t think it’s wrong to point out that it is highly unusual for a city to be so creatively stagnant.
I did not, as a couple of people pointed out, write the article’s headline, and I was surprised that was what the editors focused on, but I am okay with their choice. Since my main concern was telling people what a great game BioShock was, I did not spend much time on the faults with the story, but here’s something I wrote to someone who emailed me when the game came out:
----------------------------------------------------
Because of a lack of space I didn't get to critique the narrative structure of BioShock as much as I would have liked. I actually find the seemingly universal ecstasy over the story puzzling. The game starts strong, but once it gets started it really just relies on that momentum. Half-Life had an interesting twist (discovering the army was trying to kill you) and the intriguing ongoing mystery of the guy in the suit. Max Payne started off with a cool opener, but it also had cool dream sequences to keep up that sense that this was a game that was really trying. I don’t feel BioShock made the same effort to keep the story moving. BioShock has a completely expected twist and a wandering plot; a big chunk of the game is simply killing people for some guy; that's not a story that moves forward, that's a story that wanders off into the alley and does some shit and then wanders back into the main plot.
BioShock is like Myst; the only real story is the back story. I don't say that's terrible, but I really don't think it's an especially brilliant approach either. To me it seems like the praise for the story has more to do with how poorly most action games tell stories than it does with the quality of BioShock's own narrative.
I was also disappointed when someone told me that even if you kill all the Little Sisters, they still save you at that point in the game where you are lead to safety by them. To me, that seems lazy; if I play the game as a bad guy, I expect the story to change as a result. I don’t just want a different final cut scene. (If the guy who told me that is wrong, and the little girls don’t save you if you kill them all, then I apologize for this criticism.)
Fortunately it’s easy to find critics that will give every popular game a rating of 100, so it should be pretty easy to avoid nasty people like me who dare to offer minor criticisms of a game in their rave review of it.
I thank the couple of people who pointed out themselves some of the things I have just pointed out. I salute your thoughtful consideration.
Posted by
Charles
at
Friday, October 12, 2007
1 critiques
Labels: entertainment, video games
I spent about 1200 words talking about how I thought Halo 3 was just Halo 2 in better graphics. But in the user review section of metacritic, someone beautifully summed up everything I had to say in only 7 words:
A very fancy patch for Halo 2.
Posted by
Charles
at
Thursday, September 27, 2007
0
critiques
Labels: entertainment, video games
Yesterday I received this press release:
Hi Charles,
In the wake of the Virginia Tech tragedy, it is now more important than ever to take a serious look at what violent video games are teaching America's youth. One company, Digital Praise Inc., has been trying to change the content of computer and video games for a few years now, and as more and more of these horrific events take hold, it becomes clearer as to why Digital Praise is working so hard to do what they do. As a leading manufacturer of Christian themed, family-friendly entertainment software, Digital Praise has created six popular game series that combat the ever-growing trend of violent video games.
Would you be interested in learning more about these games? I can also arrange an interview with the founders about their views on how violent video games influence and affect our kids.
But mainly, it's just really, really disgusting that a game company is trying to use a terrible tragedy to sell its games. It is reprehensible, and the people involved should be thoroughly ashamed of themselves. Although I am often amazed at the capacity of some Christians to not feel shame at grotesque behavior.
One last point: Christian preacher Jim Jones killed a lot more people than any video game fanatic I can think of. So what's more dangerous, Counter-strike or The Bible?
Posted by
Charles
at
Wednesday, April 25, 2007
0
critiques
Labels: christians, hypocricy, religion, video games, Virginia Tech
Due to reasons I'm not going to get into, the review I wrote for my column in the New York Times of God of War II is not going to run. Since it's quite a good review, IMO, and it would be a shame for it to remain unread, I'm putting it here for anyone who wanders this way.
GOD OF WAR II
I have slain gods. I have snapped the spines of minotaurs. I have bent time to my will and brought Olympus to its knees. So bow down. Bow down! Not to me, but to the designers of SCEA’s incredible action adventure game God of War II, which turns every player into a raging force of destruction.
God of War 2 continues the story of Kratos, a brutish soldier who in the first God of War game set out to kill Ares, the God of War, and ended by replacing him.
As the sequel begins, the god Kratos is leading his Spartan worshipers to bloody victories. Things are going pretty well for Kratos for the first few minutes of the game, but things take a turn for the worse when Zeus comes along and kills him.
Death slows most people down, but it just makes Kratos mad, and with the help of gods opposed to Zeus he sets out to persuade the Three Fates to return him to his last minute of life for a do over.
God of War was a game of massive scale, full of giant beasts and mammoth structures, but the sequel aspires to dwarf its predecessor. The game kicks off with a battle against a living, hundred foot tall statue, and then just gets bigger. At times the game’s immensity is overwhelming. At one point Kratos must bring to life four metal horses, each one hundreds of feet tall. He reaches them by walking along their harness, a chain thousands of feet long. Elsewhere he must free his mount, Pegasus, from a rock monster whose fingernails are longer than Kratos.
Kratos himself seems unimpressed by his outsized opponents. A conscienceless anti-hero, he is masculinity run amok, unafraid of death and pain, throwing himself into every insanely dangerous situation in a way that suggests extreme bravery or severe psychosis.
As in the first game, God of War II is divided between savage battles and clever environmental puzzles. Everything about the game has a magnificent intensity. Amidst stone ruins, Kratos swings his deadly chained blades at soldiers and monsters or hurls them into the air and then pummels them back into the ground. As enemies become more powerful, Kratos gains additional powers, learning to slow time and generate earthquakes. When an icon appears over an opponent’s head, the player can press key combinations to perform remarkably savage and deadly attacks that spray blood over the scenery.
Puzzles are often just as savage, as when Kratos throws a wounded soldier to his death to breach a wall or uses heavy machinery to smash and trap the many arms of yet another gigantic creature. It might seem rather odd that every monster in ancient Greece happens to be surrounded by mechanisms whose only possible use would be to vanquish those monsters, but it certainly is convenient.
Zeus isn’t the only mythological figure Kratos has to deal with, and he gets along with few of them; when Kratos needs to glide a long distance he grabs Icarus and tears his wings off.
No matter how many times I use words like huge and immense and vast, I just can’t properly convey the grand sweep of God of War II. With an epic story that brings its twisted Greek mythology to ferocious life, gripping battles, logical, challenging puzzles and awe-inspiring visuals, the game is electrifying. And pitch perfect game mechanics that include responsive controls and a camera that always supplies the ideal view make the experience seamless. The original God of War was an almost perfect gaming experience; the sequel doesn’t need that “almost.”
Let the prostration commence.
Posted by
Charles
at
Friday, March 16, 2007
0
critiques
Labels: video games