Phantom Fingers: The Series – Part One: Echolocation

  • Reading time:2 mins read

by [redacted]

We are all inhabitants of our own reality. On the one hand we’re kind of like sponges, absorbing everything around us and integrating it, whether we care to or not. On the other hand, deliberately or not we shape our worlds to reflect our own inner structures.

Whatever we may carry into a situation, experiences physically change our neural pathways. Repetition, familiarity, reinforces a link, like sketching over a line again and again until it becomes solid. Likewise, the way we position furniture, leave piles of papers or empty cans, what we choose to clean and how, what projects we leave unfinished, what we ruin, what we fix, what we wear down; how we choose to break up and break in and use the space given to us, it all imprints our environments just as emotions crease our aging faces.

In effect, our inner and outer worlds build up a feedback loop. As we carve out our place in the world, we settle into the spaces we carve, reassuring ourselves with their familiarity while we use those bold lines, so often scribbled over, to brand ourselves inside and out. This, we tell ourselves, is how the world works.

This is why videogames are so interesting; they are, in effect, bottled external worlds, into which we can momentarily plug our inner worlds to see what happens. Each game is a little feedback loop, allowing the player both to imprint his actions into a world, to leave his little mark — even if only in a high score table — and to absorb, from a simplified sketch with no social or practical consequences, a new way of being, a new way of doing things.

Some people are more concerned with leaving their mark, others more with expanding their horizons. Some give more, some take more. The point is that in their essence, videogames encapsulate this dynamic between the two. They are a study in cause and effect; the easier those worlds are to affect, the more useful a response they give, the more the player owns actions and consequences alike, the more satisfying the experience.

( Continue reading at Game Set Watch )

Poto & Cabenga Released

  • Reading time:1 mins read

Honeyslug‘s Gamma 4 presentation piece, Poto & Cabenga, has now gone public. If you’ve got trouble multitasking, maybe this is a good life tool. It’s a single-switch game, where you control two characters at once.

For Cabenga, hold the space bar to run and release it to jump. For Poto, hold the space bar to slow down and tap it to jump. You can imagine the complications that play out, as you collect objects, avoid stray hedgehogs, and collaborate between the two characters to solve problems. All with a single button. Now there’s overloading the functions for you.

( Continue reading at DIYGamer )

A Life Worth Living

  • Reading time:1 mins read

by [redacted]

Some of the typical themes to indie games, and art games, and deconstructionist games in general, include violence, death, and loss. I find it interesting that the deeper problems of game design, toward which the more thoughtful game authors are drawn, so closely mirror a boilerplate list of human concerns. At least, metaphorically speaking.

Of the three, death and loss, and the association between the two, are the bigger concerns — perhaps because in the short term, with such a narrow communication bottleneck, it’s more worthwhile to hand out monosyllabic verbs for the player to sling around: shoot, run, jump, grab. Let players use the grammar they know, while you precisely sculpt a context to lend the discussion an illusion of eloquence.

( Continue reading at DIYGamer )

Daniel Remar’s Hero Core released

  • Reading time:1 mins read

New as of the Saturday before last: the sequel to Iji and Garden Gnome Challenge author Daniel Remar‘s own Hero, Hero Core. It’s a crunchy, deliberately old-fashioned game, apparently influenced in equal parts by Section-Z (the character movement), Zelda (the overall structure), and Blaster Master (the enemy movement, and some of the tone). I’d say Metroid, but that’s too easy and doesn’t seem accurate in this case.

( Continue reading at DIYGamer )

Plague of Options

  • Reading time:6 mins read

So The Vampires of Venice didn’t offend me as much as episodes two or three; it wasn’t so much offensively poor as it was deeply mediocre. In modern Doctor Who terms, it has to be the epitome of nothingness. It is practically the same as half the episodes made to date, and in that sense it’s a bit of a shame. It’s a shame because the writer and director were handed piles of bountiful, pregnant, deeply fascinating material and then they came up with… this.

I’m just now watching the Confidential. The writer, Toby Whithouse, is in Venice, chatting with a historian about the city’s relationship with the plague. This brings up a bunch of information from my own plague research — such as the islands off of Venice where, over the years, one fortress after another was built to house plague sufferers. They were sort of horrible leper colonies, where it’s said that today the ghosts of plague victims, tortured and anguished, practically own the place. The historian gets into that, a bit.

Actually, the first thing he asks is, this Doctor Who character — he’s a plague doctor, is he? And Whithouse is a little confused. “Uh, no,” he says, and starts babbling about sci-fi concepts. You can see the historian’s face fall. So to try to bring things back into an interesting realm, he starts talking about plague doctors — you know, with the bird masks and the robes and hats. They’re iconic as hell, and practically ready-made Doctor Who characters. Hell, the secret could be that, behind those masks, the plague doctors were in fact vampires. Wouldn’t that be something.

As they talk, the historian actually has a mask at hand. The writer sort of shrugs and changes the subject. It goes on like this. I feel embarrassed for the guy.

There are at least three areas in which this episode criminally squandered its potential. First, the whole setting and premise — plague, in Renaissance Venice. These horrible plague colonies, filled with victims. That’s neat, and relatively unexplored territory. Next, add in vampires. Vampires are, of course, historically associated with the plague. People have blamed the plague on vampires, and there’s thought that vampire lore exists largely to rationalize, put some comprehensible narrative to, the plague. Also this is Doctor Who. Plague doctors. Imagine a couple of mistaken references in there, crossed wires about which doctor is which. How is it, then, that the only reference to the plague is a line or two at the start, explaining… well, nothing, really. It’s just there to namedrop the villain, to get the Doctor on her track without any effort.

Next, vampires. Aside from their deep relationship with the plague, they are an important, if fairly unexplored, part of Doctor Who lore. They are, in fact, the ancient enemies of the Time Lords. We’ve only seen them once on-screen because the Time Lords thought they killed all the vampires off. The last time we saw them, they were in E-Space, a bottle universe that… well, never mind. Too complicated. They were in another universe, that was locked away. This is, incidentally, the same universe in which Romana was locked away.

So think about this for a minute. Instead of wasting half the episode establishing the vampires then saying, hang on, they’re not really vampires at all; they’re some other kind of alien-of-the-week that nobody cares about in the least, we could have had real (in Doctor Who terms) vampires. Which opens the question: how did they get here? Where did they come from? Well, they probably came from E-Space. What, E-Space is open? What else does that imply? Could… no, Romana couldn’t still be alive, could she?

So the episode squanders the historical and thematic premise it sets up. It squanders some potentially momentous Doctor Who continuity and mythology. And in shooting the story as if it was based entirely on a set, director Jonny Campbell squanders an absolutely gorgeous location. This is some of the flattest direction I’ve seen since “Daleks in Manhattan”; even though the compositing was, in truth, fairly limited, my first impression of anything interesting was, oh, there’s another bad greenscreen shot. There was no dynamism or genuine sense of place. It was all so… matter-of-fact. How can you give a director architecture and spaces like that and come out with something so fake and forgettable?

The only thing that raises this story is the regulars. I’m going to just stop talking about how wonderful Matt Smith is, in his every motion and gesture. How delightfully awkward. Instead, I’ll talk about how refreshing Rory is as a companion. A good male companion always balances out the TARDIS crew anyway — most of the men have been amongst my favorites. Ian, Steven, Ben, Jamie, Harry, Turlough. Not a bad lineup there. And Rory, as awkward as he is in his own way, seems to “get” the Doctor and his world in a way that I’m not sure any new-Who companion has. From the bit when he first walks into the TARDIS to his analysis of the Doctor’s effect on people, Rory is a sharp guy and he makes the Doctor work a bit in the way that none of the female comanions, or Jack, have.

So that’s all nice, though it’s got little to do with the episode per se. Ah well. Toby Whithouse is on my dud list, I guess, next to Chris Chibnall, Gareth Roberts, Mark Gatiss, Tom MacRae, Matt Jones, Helen Raynor, and Matthew Graham. And Johnny Campbell is on my dud list next to Andrew Gunn, Colin Teague, James Strong, and Keith Boak.

Guess what? After next week’s episode, which looks swell, we have:

1) Two Chris Chibnall episodes, followed by
2) a celebrity historical (always a bit dubious anyway) directed by Johnny Campbell again, followed by
3) Hey, a Gareth Roberts episode.

Previously, the two weakest stories this series were directed by Andrew Gunn — the weaker of which was written by Mark Gatiss.

So, basically between next week and the two-part finale we’re on thin ice. Oy.

Why don’t people always consult me before making any creative decisions?

5.06 – The Vampires of Venice

  • Reading time:2 mins read

Yes, well that was about what I expected on the basis of “School Reunion”: some fun, if vapid, character stuff and dialog; a completely nonsensical story; and a curious union of long, boring dialog scenes and rushed plotting. The centerpiece standoff between the Doctor and key foe is almost exactly like the pool scene from “School Reunion”. It’s also interesting that the most profound character observation was quoted almost verbatim from that earlier episode.

Anyway. Matt Smith is doing well as ever, though maybe not guided as well here as in the Adam Smith episodes (1, 4, and 5). He makes the most out of some absurd situations, and generally makes the show worthwhile on his own. Rory is going to be pretty good — we’re verging into 1960s companion territory now, between him and his fiancée. I also like that, in the abstract, he sort of understands what’s going on with the Doctor.

I am intrigued with next week’s episode. I like that it looks to be breaking the mold a bit, the way the show stopped doing after about 1970. Back in the ’60s, before the show was completely codified, there was stuff like The Mind Robber and Planet of Giants and The Celestial Toymaker. I’m excited at the idea that the format is starting to loosen up a bit.

Offhand this also brings to mind “Father’s Day”, a little. Toward the end of Davies’ era, I recall commenting a few times that I didn’t see a story like Father’s Day being done again, the way the show had developed since 2005. And yet here we are again, Matt Smith’s reminding me of Eccleston’s first (and only) series.

I notice I’ve barely talked, or thought, about today’s episode. Well, yeah. I guess it’s not very remarkable. In the most literal sense. New Who by numbers. Nothing special about it, though (as the template decrees) several nice things. Might as well be a Gareth Roberts episode.

Fred Wood’s Love+ Updated

  • Reading time:1 mins read

Love is a splendid argument for minimal design. The entire playfield is only a handful of pixels. You walk, you jump, you set your respawn point (a nice compromise between quicksaves and lives). White objects probably hurt you; other colors probably don’t. That’s it. Yet the jazzy music, the crunchy mechanics, the feisty interface, the droll explanatory text, and the memorable level design paint the game as a classic.

( Continue reading at DIYGamer )

The Game-Maker Archive: Matt Bell

  • Reading time:1 mins read

by [redacted]

Though I’m not sure if he concerned himself with the broader community, Matt Bell’s Paper Airplane is perhaps the most widely-distributed Game-Maker game, and Yuphex is one of the most sophisticated. Matt’s games are defined by a meticulously clean visual style and a talent for both subverting and capitalizing on Game-Maker’s design quirks. It’s not that his games are purely experimental; that same sense of cleanliness and discipline extends to his design concepts, lending his games a strong feel of professionalism.

Matt began his Game-Maker work in high school, as was common to most of the designers I encountered. Most of my our communication was through the post, and carefully packaged 3-1/2″ floppies. From what I remember of Matt he was fairly reserved and didn’t mince words, which shows itself in his art. Offhand I am only aware of three of his games, which I will discuss below. If anyone can fill the gaps, please consider this an interactive discussion. All the better to unearth some indie game history.

( Continue reading at DIYGamer )

Myths and symbols

  • Reading time:3 mins read

It occurs to me how well the Angels, as iconic monsters in the way that we haven’t had iconic monsters or villains since the early ’70s, integrate with the show’s current format. We’ve got a showrunner who, to an extent not professed by previous producers or script editors, is making a point of highlighting both the time travel aspect of the show and its built-in fairy tale qualities (magical door in a junkyard that can open to anywhere you can imagine; ageless, cranky man who leads you into trouble; an individual monster to represent each of your primal fears). And so here we’ve got supremely memorable, carefully crafted baddies who are intimately entwined with time and whose power largely comes out of their overt fairy tale visage — to the extent that if they’re weathered, worn down, they lose their power. And there’s a certain fairy tale logic to dealing with them — face your demons, but don’t look them in the eye. The Angels basically are an icon of Moffat’s vision for the show.

What they remind me of is the way the Master was created to reflect and enhance Pertwee’s Earthbound super spy adventures. He was the iconic foe of the era, as Letts and Dicks weren’t fond of the Cybermen and the Daleks were slow and slim coming after their ’60s overexposure and Terry Nation running home with all his toys. And the Master was basically a summation of that era: a suave Bond villain to set up schemes for our suave Bondish hero to foil, week after week. Basically, if you’re stuck on Earth in one time period you might as well have a meddling Time Lord to provide an excuse for all the action.

It also strikes me how since the early ’70s no one has really put that much thought into creating a menace that really establishes the contemporary tone and concept and stakes of the show. And yet since the start it’s the baddies that have stuck in people’s minds, and brought them back. For a reason! They establish what the heroes are fighting against, what the nature of the struggle is. They provide the show a certain emotional context.

I guess with that in mind, the Earth Reptiles do a pretty good job of establishing some of the other stakes and themes of the Pertwee era — even though they’re not a consistent threat, or even inherently monsters or villains. It’s almost a shame they didn’t get a final appearance in his last season, to wrap up the ongoing threads in the way that they meant to do with the Master.

Review: Uin

  • Reading time:2 mins read

by [redacted]

There was a point toward the end of Uin where I became stuck. I had navigated a water level and a forced-scrolling shooting segment, and was now faced with a sort of a boss battle. My character stood in a bubbling pool of water. To the right floated an enormous child, orbited by a handful of large five-pointed stars. Occasionally the stars would shoot out, then boomerang back, causing my character damage. For the life of me I couldn’t beat this boss, and I had started to despair of ever finishing the game.

To further my frustration, the last save point was several minutes earlier — before the water level, and before a sequence reminiscent of everyone’s least favorite part of Konami’s Teenage Mutant Ninja Turtles NES game. You know, the bit with the coral. So each time I reached the boss, both my character’s energy and my own were fairly well drained. And each time I failed, I knew I would have to navigate that whole sequence again.

And then something happened. Well, two things happened. One, I realized that I had recently earned a new power — one that I had never used, as I had been underwater all this time. Two, I randomly hit on a new strategy that used, though did not rely on, this new power. The next time I faced the boss, the encounter was over within seconds — and I realized it wasn’t so much a boss as a random obstruction.

My fault had been in filtering the event too strictly through my own understanding of game structure. And that is the uncertain balance tread throughout this game. For all its waves to tradition, Uin is still a biggt production. It may have an inventory, and a persistent world structure, and sub-quests, and cutscenes, and a fully developed (if eccentric) control scheme, but those details are incidental to the dream logic at play.

( Continue reading at DIYGamer )

Messhof goes PVP with Raging Hadron

  • Reading time:1 mins read

Last Wednesday night, You Found the Grappling Hook! author Mark Essen unleashed the trailer for his upcoming No Quarter exhibition piece, Raging Hadron. Described as “a two player competitive game… that combines swashbuckling swordplay with 8-bit psychedelia”, the game comes off a bit like Jordan Mechner on an angry acid trip. Or to phrase it a little differently, Versus Prince of Karateka in Fractal Land.

( Continue reading at DIYGamer )