Tuesday, May 19, 2015
Hohokum: The Magical Mystery Tour
First, drink this tea. Now take the controller, play some Hohokum, and open your third eye!
Thursday, May 14, 2015
Fighting FOMO in 'Bloodborne'
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Someone is really into the whole straight razor shaving thing. |
Bloodborne’s not really what most people think of when the term “open world game” is used. There’s no quest log or mini-map icons. There’s no mini-map at all. The environments are more labyrinthian than sprawling and there aren’t any mini-games.
Instead, Bloodborne has a approach to “open.” It’s liberal in the classical sense: the game is almost absurdly hands off when it comes to guiding you. Entire stages stages full of unique enemies are entirely optional. If you’re not paying attention (as I wasn’t) you can walk by sections that hold the keys to major game mechanics. It’s hard to improve more and also obtain proficiency with more than a handful of weapons. You will almost certainly miss out on significant chunks of what the game has to offer.
Accepting that fact is freeing. Your average mortal won’t see everything, which means that you have to turn to the community. Maybe it’s the in-game notes left by phantom players in other games or perhaps it’s verbally swapping stories with friends. However you get it, the full picture of Bloodborne basically requires that you share notes with others.
I almost played through the game without Caryll runes and only learned about the gesture that lets you shout like a maniac from Jorge. Then again, I learned that the doll will sometimes mimic your actions and that there’s more to the spider NPC than is first apparent. Everyone’s Bloodborne experience will have gaps. This gives it a sense of mystery and discovery most other games don’t have.
Wednesday, May 13, 2015
EXP Podcast #328: Earthbound Debrief Part 4
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Why so angry Poo? |
- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.
Show Notes:
- Runtime: 66 mins 52 secs
- Music by Brad Sucks
Tuesday, May 12, 2015
Super Smash Bros: Really Feeling It
When every Smash character know and love just isn't doing it for you, where do you turn? How do you go about really... feeling it?
Thursday, May 7, 2015
Storytelling and Never Alone
My latest PopMatters piece is live, in which I try to praise Never Alone while still calling it a failure.
Never Alone is a game you would make if someone told you to turn an oral legend into a platformer. When that person realizes the limits of the platformer and ask you to make it more educational and insightful, it's only natural to slot in interviews with those whose culture informs the game. Really, it's not that bad of an experience as a whole.
Even so, I wonder what Never Alone would be like if it never tried to be a platformer at all. We can of course imagine a game without the disruptive interview elements, but what if we imagine a game solely made up of interviews? What if hearing about the legends, myths, and beliefs of these people was the game itself? I don't think this would be true to the experience of being embedded within these cultural narratives, but maybe there is something to experiencing a culture as an outsider.
When I think of documentaries that feel experiential, I think of divisive but fascinating Werner Herzog. His film Encounters at the End of the World is a series of interviews with people who choose to live and work in Antarctica, and as one would expect, many of them are strange and quirky people.
What's most interesting in relation to Never Alone is that Herzog never actually seems that interested in letting the people tell their own story, at least not completely. He often jumps between subjects or asks loaded and invasive questions out of the blue, to which his subjects give some strange answers. Herzog wants to strand us at the end of the world with everyone else, to ponder what might bring us out there with these diverse strangers. Maybe exploring cultural storytelling in game demands the creation of an experience that embeds players into being there, not just viewing it though a window.
Never Alone is a game you would make if someone told you to turn an oral legend into a platformer. When that person realizes the limits of the platformer and ask you to make it more educational and insightful, it's only natural to slot in interviews with those whose culture informs the game. Really, it's not that bad of an experience as a whole.
Even so, I wonder what Never Alone would be like if it never tried to be a platformer at all. We can of course imagine a game without the disruptive interview elements, but what if we imagine a game solely made up of interviews? What if hearing about the legends, myths, and beliefs of these people was the game itself? I don't think this would be true to the experience of being embedded within these cultural narratives, but maybe there is something to experiencing a culture as an outsider.
When I think of documentaries that feel experiential, I think of divisive but fascinating Werner Herzog. His film Encounters at the End of the World is a series of interviews with people who choose to live and work in Antarctica, and as one would expect, many of them are strange and quirky people.
What's most interesting in relation to Never Alone is that Herzog never actually seems that interested in letting the people tell their own story, at least not completely. He often jumps between subjects or asks loaded and invasive questions out of the blue, to which his subjects give some strange answers. Herzog wants to strand us at the end of the world with everyone else, to ponder what might bring us out there with these diverse strangers. Maybe exploring cultural storytelling in game demands the creation of an experience that embeds players into being there, not just viewing it though a window.
Wednesday, May 6, 2015
EXP Podcast #327: It's a Mod, Mod, Mod, Mod World
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Who wouldn't pay for the Macho Dragon mod? |
- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.
Show Notes:
- Runtime: 36 mins 09 secs
- Music by Brad Sucks
Tuesday, May 5, 2015
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