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.

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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.

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Ceramic Shooter – Electronic Poem

  • Reading time:1 mins read

The shooter is one of the most fundamental design templates, and so one of the most fruitful to dissect. On the analytical end, see Kenta Cho, Treasure, Tetsuya Mizuguchi, and the Geometry Wars games.

Theta Games’ Ceramic Shooter – Electronic Poem, released about a month ago and slowly gaining attention, similarly takes advantage of the form.

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The Original Game-Maker

  • Reading time:2 mins read

by [redacted]

Long before Mark Overmars’ popular design tool, Recreational Software Designs‘ Game-Maker (note the hyphen) opened the horizons of Shareware-era PC gamers, forged friendships and dial-up communities, and cluttered the upload directories of bulletin boards as far flung as Russia and South America. There were several dedicated BBSes, including the official RSD board in Kennebunkport, Maine. For those outside of calling range, there was always the USPS and 3-1/2″ floppies. And then development ceased, and slowly Game-Maker faded.

Game Maker was first released around 1992, as a set of VGA mode DOS utilities tied together with a text mode selection menu. For every game produced, the main program file, containing all of the important code, was the same. To distinguish one game from the next, the program file would call on a .gam file, in which the user would compile all of his content through a rather elegant system of brainstorming lines and form fields. The rest of the tools — tile editors, character and monster editors, a map editor, a sound editor, and so on — served to develop that content.

In retrospect it was kind of brilliant; from the program’s perspective all of the important information that made a game unique — visuals, sound, controls, rules, design, structure — was simple window dressing, to call in and process like so many documents. And design was nearly that easy.

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Alt-Play: Jason Rohrer Anthology announced for DSiWare

  • Reading time:1 mins read

So continues the slow drift of indie games to the mainstream download channels. Following the high-profile Wii ports of indie heavyweights such as Cave Story and La Mulana (and indeed the announcement of Diamond Trust of London for DS, several of Jason Rohrer’s early opuses will soon be bundled for play on the Nintendo DSi.

To editorialize a bit, anthology releases like this, rather like a collection of short stories or short subject films, may soon be an important consumer model for showcasing unusual design concepts. Witness the success of Valve’s Portal, a critical darling (itself based on an indie game project) that many would have overlooked if not for its inclusion in Valve’s Orange Box. With the strict pricing models and content expectations of the commercial market, it’s hard for a small, original title to hold its own. But arrange several games around a theme, or an individual voice such as Jason Rohrer, and you’ve got the basics of an intriguing package.

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Verisimilitude

  • Reading time:2 mins read

Whereas David Tennant often seemed to be giving a performance, sketching the Doctor out like a comic book character, and Eccleston — well, he performed in a different way; a more classical dramatic performance, where he tried to depict the script as written — Matt Smith plays the role as if he isn’t at all aware there’s an audience. When he speaks, he actually seems to be talking to someone. When he walks and gestures, he does so with a certain apparent obliviousness beyond his own motivation. And when other actors are talking, he listens. He processes what they’re saying. You can see him thinking it over, weighing possible responses.

Basically, he plays it for real. And it is play; it’s just so completely method. It goes beyond his physically hitting his head, hard, and biting his co-star — hard — and all the food acting in episode one. He seems to inhabit every scene he’s in. The verisimilitude to his performance — it hasn’t been present since the 1960s, when every episode was shot more or less as-live, and everyone was in fact reacting to his or her environment in real time.

It’s so real that the heightened performances of the guest actors — which would have seemed perfectly normal in the last few series — seem like they’re coming from a different universe, and Murray Gold’s music — which I have always enjoyed — seems as out-of-place and bombastic as people have often complained in the past. The rest of the show just isn’t geared to his level, as yet.

I’m really curious where he’ll take this once the writers stop writing him as David Tennant.

Craft Service

  • Reading time:2 mins read

by [redacted]

Over the years, game design has calcified. If I were to pick a turning point, I might point at the SNES — a system of broadly appealing games that delivered exactly what people expected of a videogame, challenged few perceptions, and established the status quo for 2D console-style game design. Since then it’s been hard to get past the old standards — the prettied-up enhancements of Super Mario 3, The Legend of Zelda, and Metroid that added little new in terms of expression or design language, yet that refined the hell out of some proven favorites.

You could say that the SNES was the epitome of Miyamoto-styled design (even in games by other developers), and you’d have a reason for saying that. Namely, it was the Miyamoto Box: Nintendo’s reward to Miyamoto for the broad appeal of his NES catalog. Meanwhile Miyamoto’s opposing force, in Gunpei Yokoi, was rewarded for his invention of the Game Boy by having his studio removed from mainstream console development to support his brainchild. The message was clear: Miyamoto’s way was the successful one, so he would be in charge of everything important from here on.

The thing is, Miyamoto is just one voice. He had a few brilliant ideas in the mid-1980s, all born out of a particular context and in response to particular problems. And then by the turn of the ’90s he was pretty much dry. All that was left was to codify his ideas, turn them into a near law of proper design — regardless of context — and then sit back to admire his work, while new generations carefully followed his example as if manufacturing chairs or earthenware pots. A videogame was a videogame, much as a chair was a chair. It was a thing, an object, with particular qualities and laws.

Thing is, videogames aren’t things; they’re ideas.

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Small Worlds, by David Shute

  • Reading time:1 mins read

I’d missed this the first time around; it’s a contemplative exploration-based game where the avatar is a mere three pixels high, and the rather gorgeous levels are built pixel by pixel, with every dot significant from a design standpoint — and then when the map pulls out, you appreciate the beauty of the big picture formed from all these individually important dots. Combined with a lovely “lonely game” score, which brings to mind that old Timeless demo/screensaver from the early 1990s, or maybe some old Future Crew demos, it’s a pretty rewarding ten or fifteen minutes. No real challenge; just wandering and pondering.

Matt Aldridge’s Uin Released

  • Reading time:1 mins read

Having gained some renown, or perhaps infamy, with his dadaist La La Land series, Matt Aldridge (aka biggt) has unleashed a significantly more ambitious follow-up.

Compared to the La La Land series, Uin is rather more conventionally structured, if no less evocative. There is an inventory, and exploration, and in place of the sheer dream dump of La La Land, play involves a certain amount of skill or problem solving. There are even a couple of forced-scrolling shooter stages. Yet Aldridge still wraps it up in his typically baffling logic and atmosphere.

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Second Impressions

  • Reading time:4 mins read

I love how the Angels are extrapolated here. I had actually wondered before about what happened if an Angel were, say, under video surveillance. And what happened if the Angels got weathered or broken while in stone form. And I had wondered about the logistics of the Angel who puts out the light in the basement.

Now we know that they just absorb all kinds of energy — electricity, radiation, potential energy of life forms. We know about the image business — including, apparently, a mental image. Which is amazingly freaky. Just for the kids, the concept that the Angel can now come out of the TV and get them — yeah. And then this clarifies that cheesy tag to “Blink”, where we saw all these statues that clearly weren’t Weeping Angels. Turns out, hey… any statue could actually be one of them.

And I just love the weathered, decayed Angels — all the creepier. This is basically Tomb of the Cybermen for the Angels — solidifying them as an ongoing threat, illustrating their background and a bit more of how they work and what their actual threat is. It makes them feel well-rounded in a way I didn’t imagine they could be from their earlier appearance. Before, yeah, they were clever. Now they feel rather brilliant and dangerous. More than just a gimmick, as it were.

I hadn’t quite hit on it, or hadn’t thought of it in ages, but the perfectly sculpted design was always a problem for me. Everything about the Angels, the first time around, was a little too cleanly designed, from their appearance to their abilities. This story roughens things up a bit, gets under the surface, without undermining them at the height of their presentation. There’s something more unnerving about an organic, imperfect thing — especially if its imperfections make it all the more desperate.

It’s the imperfect, organic element to the Cybermen that makes them fascinating. Not necessarily seeing a rotting chin, but the knowledge of what they are and what their motivation is. Nothing is creepier than the rather pathetic mantra “We muzzzzst surviiiiiiive…” and then knowing what that entails. There’s almost a certain sympathy for them, which is all the scarier because you know that won’t be reciprocated. You’re being played on several levels.

Likewise, what makes the Daleks fascinating is their intense, blinding emotion and the way it manifests itself — in their schemes, in their voices, in their mannerisms. It’s an imperfection that they refuse to admit, as it defines their being. Again, you can kind of understand their way of thinking. What makes it scary is that, like an angry parent, there’s no arguing with it.

For a monster to get under the skin, I feel like one needs to be able to get under theirs — just enough to understand what you’re up against, and why. It’s the futility of reason that leaves us stranded.

And I think that’s why, after this episode, the Weeping Angels feel to me like the first proper, classic Who monster to come around since the early ’70s.

After Pertwee’s era, we got a few interesting one-offs and a few so-so recurring characters or monsters. In the new series we got some decent stuff like the Ood and Judoon. But no really powerful recurring monsters or villains, with their own mythology. The kind of thing where you watch just because they’re going to be in this episode. Never mind Dalek/Cyberman/Master level; I’m talking about the second tier — the Sontarans, Ice Warriors, Yeti, Silurians, Autons.

Right now, I think the Angels may hover just a little below that first tier. They’re not Daleks or Cybermen, but they’re more memorable, more fleshed-out, and have more draw than Sontarans or the Yeti. If they appear again over Matt Smith’s era, I think they may be permanently associated as his antagonists, the way that we associate the Cybermen with Troughton or the Master with Pertwee.

That’s how well Moffat has extrapolated them. And likewise, many of Moffat’s other monsters remind me of all the attempts in the 1960s to find a follow-up to or replacement for the Daleks — the War Machines, the Quarks, the Krotons; the Vashta Nerada, Prisoner Zero, the Smilers. Two of them call on the same everyday edge-of-perception quality that makes the Angels so interesting; the other just stands there and stares at you, apparently inanimate but creepy.

Tunnels and Wings

  • Reading time:5 mins read

Yes, all right.

You will notice, in place of any real measured analysis or criticism I have been reacting in a fairly facile, judgmental tone to the new series and incarnation of Doctor Who.

I’m not sure how much I want to analyze the show, right now, as it is and as I am and as my world is arranged. Maybe that will change. At this point I’m letting it wash over me. Rather than stopping the flow and picking over points and dwelling as I do and have and no doubt will, I’m letting it exist as a contemporary, writhing thing and I’m letting my emotions guide me to what scattered path that may be.

This is the first incarnation of the show which has organically ambled along and presented itself to me in its natural state as a cultural entity and an ongoing piece of fiction. The old series, it was a sort of archaeology for me. Davies’ series, it was a lesson in reinvention and postmodernism. I was more fascinated with it, in the fact that it existed at all, than I was engaged with it as a fact.

I’ve never been good with facts. I tend to brush them aside, as clutter to the fundamental point at stake. With me, there’s always some grand point at stake. Why it’s at stake, I haven’t the foggiest. I don’t know why I get so wound up in this pursuit of feeble strands of the grand Truth of Being. I never really enjoy things, or accept them at face value; it’s all puzzlework for some game I’ve yet to completely work out. If the facts are illustrative, then great — more pieces on the board. But it’s the rules that matter.

I don’t know. Maybe I’m getting around to living my life now. I’ll never avoid that puzzle; it’s the shape of my being. But maybe I don’t have to take it always so seriously. Maybe, to take a leaf from wiser and older philosophies than my own, that ability to let go and actively experience and enjoy the objects and events and details I’m handed — it seems likely that’s another whole level to the game that I’ve yet to master. I’m reminded of Ikaruga.

See what I did there? I can’t ever turn it off completely. The game is always in play. So maybe that’s the point. I don’t really have to think about it so actively, do I? It will present itself when it’s relevant, and everything will add up when it needs to.

So the last couple of episodes… well, they kind of sucked, in one way or another. That’s okay, though, because “The Time of Angels”? Well. There we are, then. If this is a sign of the future direction of the series, then… that’s nice. As much as this borrowed from Moffat’s earlier work, it significantly built on that work and took it to a level of internal complexity and broadness of implication that you only really get rarely. There’s a certain breathless virtuosity in the way the ideas seem to stack up and suggest a bigger, more active universe than we usually see working in this show — the kind of canvas that I have always liked to imagine.

I love captions like that — One Thousand Years Later, and whatnot. It’s simple and a bit silly, and almost a bit of a piss-take, yet it’s effective. Just implicitly, the suggestion that things can be relevant and connected by huge spans of time and space, from one scene to the next — why have a show about time travel, if you don’t do this stuff? It would be like watching an episode of Connections where James Burke wanders around a village and talks to people about Gordon Brown. I suppose that could be interesting, but you’re missing a few tricks with the format.

The thing that attracts me to Doctor Who, the thing that attracts me to any system, is the sense of scope and implication. Most of that has been left implied. Historically, before 2005 I think the show actually dealt with time travel about half a dozen times. And… sure, okay. That just leaves space to read in the margins. Davies occasionally played with the concept, as did Moffat under Davies’ supervision. Probably the most eventful use of time was that first series, with Eccleston — everything was important, and toward the end, yes, we even get those title cards. 100,000 Years Later; Six Months Later. It starts jumping forward, in large and small intervals, breathless to show the grander consequences of what we already know.

So we’ve got this new concept for the show. Sort of. And we’ve got this new Doctor, who is also my first active Doctor (by the above logic), who I do quite enjoy in the role. And I’m not just obsessing about this show in my own bubble; it’s something to watch on a Saturday, with my fiancée. That on its own brings a different perspective and tone to the show.

So on other topics — okay, maybe I’ll be my familiar, mental meat grinder. On this topic, though, I wouldn’t expect anything profound. I don’t need to do that anymore. Probably. Here, in this expansion of my mental space, I’m just going to let go.

So.

That episode was totally rad, wasn’t it.