PlayStation Plus

This Is How You Become Great...

 tháng 12 31, 2013     No comments   


...You hang your balls out there.

For those who don't recognize it, that's a near-quote from the Tom Cruise movie Jerry Maguire. (The actual quote is "That's how you become great, man. Hang your balls out there.") Of course, the movie is best known for the catchphrase "Show me the money!" but it's this lesser-known line that has always resonated with me.  It's uttered in a scene when Jerry is picking up copies of this manifesto that he's written from the copier, and the guy who works there has seemingly read it and is singularly impressed:

  


In short, there are some places that you just don't want to go with respect to being an author, and reading bad books will firm up for you many of the things you definitely do not want when it comes to your own writing, whether it be bad storylines, underdeveloped characters, what have you.   


In addition, reading terrible books can be help you by being an inspiration, after a fashion. Have you ever been to a movie and left the theater thinking, "Egads, what a crappy film! I could have made a better movie than that - and for less money!"


Bad books can provide that same emotional spark. If some hack can get a traditional publishing deal and sell a bunch of books that are basically crap, surely you can eek out an existence as a writer of quality material, right? (It may not necessarily work out that way, but we're talking inspiration here - something to keep you motivated and enthused while writing - not the end result.)  Thus, every time you start to doubt, you can look at that awful book and - knowing that you can do better - feel encouraged.


In essence, I see reading bad books as a character-building exercise, the literary equivalent of having to eat your veggies.  I'm not necessarily saying that you have to go out there and actively seek out bad books - one or two (quite likely more, if I'm being honest) will eventually cross your path in the grand scheme of things - but don't just toss them aside as if they have absolutely nothing to offer. 

They say that experience is the best teacher, that you learn best from your own mistakes. However, I say that the best student is the one who can learn from the mistakes of others. Learn from the bad books around you; they can help make you a better writer.


Read More
  • Share This:  
  •  Facebook
  •  Twitter
  •  Google+
  •  Stumble
  •  Digg

2013: Some Writing

 tháng 12 05, 2013     Writing, writing about writing     No comments   



2013 is almost over. It's been a pretty intense year! My December is going to be full of travel and events and I'm going to have precious little time to spend on my usual, self-gratifying retrospective end-of-year posts. So this is going to be a bit rushed, but here is a list of some of the writing I did this year that I am still pretty happy with.

1. My interview with Spec Ops: The Line writer Walt Williams. I mostly wanted to talk to Walt about what it is like to read criticism about your own game, but our conversation went much further than that. I didn't want to dissect it into pull quotes, so instead I published the entire transcript on Unwinnable. Related, that there is a site like Unwinnable where I know I can always publish an article makes me very happy.

2. My feature on the Queer Games Scene for Polygon. I struggle to feel proud about this piece because I know it isn't perfect. I know that, despite my best efforts, it still homogenises a diverse range of creators under that 'queer' label. I know that, as a straight white dude, I wrote the article from a position of extreme privilege over my interviewees. But I also wrote the article with the sincerest intentions. The creators I speak to in this feature remain, I am convinced, the most important and exciting people making and writing about videogames today. I wrote this piece because I want other people to be excited about these people. Not in a weird, exotic animal kind of way, but in a "these are the people that are going to convince others your beloved medium is art" kind of way. I don't know. Writing it was exhausting. Seeing a select few people criticise it on Twitter even as so many others applauded it was exhausting. Knowing I could only ever do an imperfect job of this article was exhausting. Still, I know various people who have said to me they had no idea this side of games existed before reading this article, which is exactly what I wanted it to do. So I should be proud of that I guess.

3. My feature on game jams for Edge. This was a piece I was asked to write, but I'm really happy with how it turned out. I like how I try to complicate game jams and look at how they've seeped into the Triple-A space, and that blurry line between jamming and crunching.

4. My profile of Douglas Wilson for Edge. Essentially, I just wanted an excuse to meet Douglas Wilson and talk about his amazing games and research. Still pretty happy with how this turned out.

5. My article on Grand Theft Auto V for Overland. One of my goals for this year was to write for one of Australia's literary journals, to write 'criticism about games' rather than 'games criticism', if that makes sense. I guess the website of a literary journal is close enough (the actual literary journal is happening next year!). This was technically meant to be a review of Grand Theft Auto V but it turned into a longer discussion of how despite talking loudly, Grand Theft Auto V fails to say anything of substance at all.

6. My essay on Tearaway and Sontag and Immersion. Okay, this piece only got published today but I'm still pretty happy with it.

7. My Notes series of blog posts. I really enjoyed writing my Notes posts. It started as an experiment. Okay, it started after reading Susan Sontag's "Notes On Camp" and not being able to repress my desire to imitate every great author I read's style. But it turned out pretty well. The Notes format gave me the breathing room to just touch on ideas and move on to the next with no concerns for how the paragraphs flow, without having to make a singular 'point' about a game. Others have also done this this year, most notable Cameron Kunzelman's excellent post on The Last of Us. I would have liked to publish more Notes posts than I did (I still have drafts for Metal Gear Solid 3, Problem Attic, and Towerfall, but I'm also really happy with the ones I did post.
Read More
  • Share This:  
  •  Facebook
  •  Twitter
  •  Google+
  •  Stumble
  •  Digg

Notes on Metro: Last Light

 tháng 11 28, 2013     Metro 2033, metro last light, notes     No comments   



1. I went into Last Light braced for disappointment. Metro 2033 had been one of those games that I loved for its roughness, from its personality that came precisely from not being polished to within an inch of its life. It had this jagged silhouette that if it walked into the room, you knew exactly what game it was. That kind of roughness can only come from a team with a big heart and a small budget. When that kind of game does good, and a larger budget is given to a sequel, that roughness rarely survives. It almost is impossible for it to survive. So I went into Last Light excited for more Metro but ready to accept that more of what made Metro good might be impossible.

I was ultimately surprised, then, to find that Last Light, largely held onto much of what made Metro 2033 feel so good. The oppressiveness, the bleakness, the kind of stand-off-ish design that will just dump you in a place with no clear waypointing or objectives and just let you figure it out. Some parts of the game have been polished up, but only selectively and to the game's benefit. Guns in 2033 felt jangly like you would expect a gun built from scrap to feel, but they lacked a punch. Last Light's guns are punchy enough that skirmishes are enjoyable, while still feeling super messy. It feels like they tried to polish the jags into being more pronounced, not just polish them away to a curved nothing. So that is nice. It still lacks some of what made Metro 2033 special, but it is about as good as a sequel to a rough game could hope to be.

2. Which is not to call the game perfect. Last Light still seemed to lose focus on what made 2033 so special. In particular, the sense of life in the metro the first game evoked. There was this real sense of being a commuter, fittingly enough, of just passing through this towns that were other people's entire lives. The people in the bunks on old carriages, or the way a station is sectioned off into small houses. It was always amazing to stop and look at these places, but always fleetingly as you were always on your way to meet someone. Last Light still has a bit of that, and when it does, it is terrific. A moment near the start of the game where you are dashing through a nazi station under fire and you get this faint glimpse of everyday life as you dash past. The theatre station and the flooded station of Venice are particularly strong highlights of just 'life on the metro'. As is the refugee train.

But, for the most part, with the story focusing on WAR and militaries and all that, we don't get the same diversity of lives and lifestyles 2033 gave us. We have army bases and prisons and dead towns and army dudes and more army dudes. It feels less like a place and more like a serious of videogame levels at times. It felt more like a videogame story than an adaption of a novel this time, essentially.

3. Related to that is the sheer number of men in the game (or the lack of women, more accurately). It's just a bunch of gruff dudes and the occasional woman (they all look the same) sobbing in the background. 2033 was largely men doing things, to be sure, but the places felt alive with children and grannies and dogs and all kinds of people. Now we just get soldiers. The two women who speak in the game are a prostitute (whose nipples you can see while she offers you sex) and a sniper lady (whose nipples you can see while she offers you sex. Also she has your son, of course). How to sap any atmosphere from your world: homogenise the people you populate it with.

4. I really enjoy the stealth of Last Light. It's that kind of stealth that goes really good until you screw up, and then you pull out your shotgun and improvise. That kind of stealth works in very few games, because usually there is some fictional context that makes that kind of stealth feel very wrong, even when it is mechanically possible. Some games get it right. Splinter Cell: Conviction always presented contexts where the enemy knew Fisher was around somewhere, so if things devolved into a gunfight, it felt natural. The same goes for Last Light. I never felt like I needed to reload the game when I was seen, just change my tactics.

5. That grittiness of 2033 remains. The constantly pressure of needing to recharge your batteries, needing to replace your oxygen mask filters, needing to pump your airgun. All these little things always taking up your attention just to stay alive. It's incredible effective here as it was in 2033. It is weakened, though, by a timer giving you the exact number of seconds of filter life you have left. It is strengthened, though, by the need to press a button to wipe water or blood off your oxygen mask to see clearly.

6. I really like the subtly of both 2033's and now Last Light's approach to the supernatural. Not so much with the 'dark ones' who are just some generic alien monster things, but with the shadow-ghosts that disappear if you shine a light directly at them, or hallucinations of a thousand arms stretching out to get you. They never really try to explain it; they just do it and it's kind of cool.

7. Last Light's ending is terrible. There are two endings, to be sure (like 2033, Last Light has this very subtle series of choices through the game that never tell the player they are about to make a choice, and I really love that), but the ending I got was terrible, and I don't doubt the other one was just as bad. The game has this slow steady build up of 'war is coming' and needing to find answers and needing to make peace and all of that. Then, while there are still all these loose narrative threads unresolved, the 'war' happens, and it is just a terrible stand-your-ground turret section, and then some dude tells you, by the way, I rigged the place to blow, and you blow the place up, making the Ultimate Sacrifice. Then you find out Sniper Women Who You Had Sex With was telling this whole story to your son because of course if you have sex once you are going to have a child.

It is actually the most terrible ending I've experienced since Far Cry 3 (Far Cry 3's endings (both of them) made me laugh at my television they were both so terrible). It is the most generic, bullshit, 'oh I guess we should wrap things up now' kind of ending. It's the kind of ending of the fantasy stories I wrote in my teenage years with absolutely zero planning about how they would end. One day I'd just get bored of all these action sequences I was ripping right out of Dragon Ball Z and stick an ending on them. That is how Last Light ends and it is appallingly bad, to the extent that it damaged my overall feelings about the game.


Read More
  • Share This:  
  •  Facebook
  •  Twitter
  •  Google+
  •  Stumble
  •  Digg

Notes on Doom 3

 tháng 11 27, 2013     doom 3, notes     No comments   


1. I have played Doom 3 before. It was new; I was 17; our family's computer could hardly run it. It was the most terrifying thing I had played in my life (unless I had already played Project Zero, but I think that might have been a few months later). I would play it in the study, in the dark, with headphones on. Every jump-scare would be followed by several moments of lag even as the Imp's scream continued to loop. It was oppressive. I tolerated it as far as your first steps into hell, at which stage it became both too intimidating and too intolerable. So when I started playing the BFG edition on the Playstation 3 recently, I was entering it with a half-memory of the game: a memory of being terrified but not really remembering any of the specifics (except Delta Labs 1, but we'll get to that).

2. Doom 3 is intense. Not in the way we just throw that word at games as a synonym of 'fun', but in the way that it has this remarkable level of intensity, an absurd level. On the surface, it is a horror game: demons and foreboding and dark corridors and all that. But horror is all about what you don't see, about the suspense and the atmosphere and the 'what if?'. Doom 3 has very little downtime, and instead attacks you with one scripted scare after another. An invisible sensor opens a trapdoor behind you with an Imp in it. The floor collapses in front of you and drops you in a pit of zombies. A previously empty hallway is now filled with waves of spider creatures. It is a constant barrage of frights that is, ultimately, exhausting. Like sitting on a rollercoaster for an hour. You just feel this strange sense of dread if you play for too long. You just want it to stop. It's unorthodox or heavy-handed, perhaps, but a game that has me thinking "please, stop" must be doing horror somewhat successfully.

3. Doom 3 feels like Doom. Or, rather, it is possible to play Doom 3 in a way that feels like Doom, and I believe that is the way it was intended to be played. I played through the original Doom just before starting Doom 3, and it felt the same. The things I was doing with my hands in Doom 3 (always moving, always strafing, squiggling out from behind a wall to fire a shotgun blast then back behind the wall between shots, spinning in circles looking for traps) were the things I do with my hands playing Doom. On the surface, though, they could not be more different. Doom is more 'arcadey', with maybe a dozen monsters attacking you in a hallway. Doom 3 rarely throws more than two or three enemies at you at once, and every encounter feels like a Big Deal. There is the fanfare of a single Imp teleporting in, or the screech of a Cacodemon.

It is strange to me that a game where you fight a single enemy can feel the same as a game where you fight a dozen. I think it is that each games make me play in a very 'twitchy' style but through different means. Doom does it by giving me a dozen targets at once I have to pay attention to. Doom 3 does it through that oppressive intensity that makes me utterly paranoid as I move through it. I am twitchy because I do not know what this game is going to do to me next. So I am spinning in circles and putting my back against the wall and then refusing to trust that wall because it feels like at anytime there could be a dozen enemies coming for me. So Doom 3 feels like Doom, but for very different reasons.

4. More on that. I said Doom 3 'can' feel like Doom if you play it a certain way. When I played Doom 3 as a teenager on the PC, I played it incredibly slowly, creeping forward slowly, trying to pre-empt every jump-scare. This time, I ran headfirst into every room then dealt with what the game threw at me. Because I had just played the first Doom, I approached it like Doom, and this required me to be more twitchy. It is possible to play different games in different ways, and those different ways are going to drastically change how you approach it. I hate it when people say the player is always right and there is no wrong way to play a game. There is. There is a way a game is intended to be played and ways it is not intended to be played (I watched a student this semester play 30 Flights of Loving like he was playing Counter-Strike and it was the most surreal thing). No one is going to stop you from playing a game the 'wrong way', but personally I prefer getting out of the game what the game wants me to get out of it. Anyway, what I'm saying is I think Doom 3 wants to be played like the original Doom, and I think playing it in that way makes it a vastly more enjoyable (and exhausting) experience.

5. An aside to this: I think the significant change that the BFG Edition allows you to hold a gun and have your torch on at the same time greatly encourages the 'just run forward' approach, while the original was much more standoffish, since you knew the moment you pulled your gun out you would be thrown into darkness. Which, I guess, means that I am saying that I think being able to hold your gun and your torch at the same time is actually better. Though, many of the game's greater moments of lighting design are still ruined by this change.

6. One more note about Doom 3's relationship with the original Doom. I really enjoy watching longrunning franchises evolve. I like playing a revamped entry to an old franchise and seeing how they re-imagined certain things. Or, related, I like playing new entries in a longrunning franchise and noting the design decisions of previous games that are lingering and influencing the current game. Like the way the more recent Call of Duty games cannot escape that series' origins in World War II cinematic battlefield simulation. Or the things that continue from one Final Fantasy to the next. I love how Doom 3 reimagines all of Doom's bizarre demon/alien/monsters. How it has 'updated' them all while still clearly grounded in this mid 90s masculine adolescence of Robocop and Marilyn Manson. Of course there are zombies and robotic demons and squirming torsos used as torches and some random reason for there being chainsaws on Mars. This is Doom. Those things have to be there.

But it is more subtle than that, too. Doom 3's most obvious inspiration beyond its own predecessors is, quite clearly, Half-Life. Like Half-Life, it tries to build a convincing world out of very directed levels, rather than the very distinct levels of early Doom games. It wants to tell a story environmentally. For the most part, it achieves this. The Mars Labs feel like actual places on Mars. But then, suddenly, the Doom is back as panels suddenly open up behind a piece of body armour and a demon runs out at you. There's often no attempt to justify why these monster closets exist: they are there because this is Doom.

So there's this clash of design styles in the environment. Just moving through this game is like peeling off layers of old wallpaper of a centuries-old house. They all just mash together and create this weird thing that is Doom 3—glorious on its own terms, absurd on any others.

On this note, there is a moment late in the game where the player encounters some ancient stone tablets from the long gone Mars civilisation. One of the tablets, quite clearly, is the cover art of the original Doom, making a clear nod to the game's own pre-history that can't help but to pervade every aspect of the game.

7. I guess I've already covered the monster closets, but they seem to also deserve their own note. They are Doom 3's most often criticised moments. I guess people like to feel like they can master a game, or pre-empt it. They don't like games that cheat (see also: Limbo). I love games that cheat. I love games that are jerks to the player. Doom 3 has so many sudden jump-scares and monster closets, but each one is so deliberate, so considered in its layout and timing that it is hard not to appreciate them. Each time, the developers have clearly thought about what direction the player is going to be looking, and use that to their advantage. Sometimes lighting or a sound will direct you to look in one direction, then something will jump at you from the opposite direction. The game is always one step ahead of you, always (often literally) laughing at you. So it gets to a point where you are double-guessing the game, where you no longer trust it. You become paranoid. You begin expecting every wall to peel back and throw zombies at you. It gets to a point where the game has trained you so well that it doesn't need any monster-closets. You begin filling the closets yourself.

8. Doom 3's monitors are still some of my favourite monitors in any game. It was a big deal when the game was new, that these computer monitors within the world were of high enough resolution to display real information without having to open another screen. I love the seamlessness of moving close enough to a monitor for your camera to start controlling the on-screen cursor, pressing buttons and controlling devices. It's such a small, subtle thing, but just so well done.

9. One section of Doom 3 I remembered clearly from playing it as a teen was the Delta Labs. I was actually a little nervous as characters started mentioning that I was getting closer to them this time though. I couldn't remember why I dreaded the Delta Labs, but I did. When I got there (and I recorded it when I did), I discovered one of the few times Doom 3 exploits downtime to terrorise the player. You are walking through empty corridors for what must be the longest uninterrupted segment of the game. You are constantly waiting for the next thing to jump out at you. There are demons crawling on the outside of the facility, throwing long shadows over the walls. There is an automated robotic woman's voice on loop for the entire section telling you about the power outage. Once the fighting does start again, there are some masterful jump-scares and misdirections. It's just a very well designed part of the game.

10. I really enjoyed Doom 3.
Read More
  • Share This:  
  •  Facebook
  •  Twitter
  •  Google+
  •  Stumble
  •  Digg

Continuing Your Education As A Writer

 tháng 11 15, 2013     No comments   

A few years ago, the New Orleans Saints won their first Super Bowl in dramatic fashion. Although leading the Indianapolis Colts 24-17 with roughly three minutes left in the game, victory was by no means assured. The Colts were marching relentlessly down the field under the leadership of future Hall of Fame QB Peyton Manning, and looked on the verge of tying the score. Then this happened: