on Lester Bangs and the ethics of game journalism

There were a bunch of things I had intended to write about today – the Tiger Woods / EA split, the generally, startlingly positive reviews for Assassins Creed IV and if that was enough to push me back into a franchise that I’d all but sworn off, etc. – but in light of Lou Reed’s death*, and the subsequent discussions of his life and, specifically, his notoriously hostile relationships with music critics, especially with Lester Bangs (Exhibit A), I started thinking about the current state of game journalism.

Everyone (including me) talks about “the Citizen Kane of video games”, but back in 2006 Chuck Klosterman wrote, rather infamously, about the lack of a corresponding “Lester Bangs of Video Games“, and how the gaming press desperately needed one.  Some people suggested that Ben “Yahtzee” Croshaw and his Zero Punctuation series fit the bill; I’d argue, rather inevitably, that Tom Bissell, Leigh Alexander and maybe even Jim Sterling should be in the discussion, too, if we’re assuming that this particular discussion is “necessary”.

In this 2008 response, Kirk Battle (writing as L.B. Jeffries) broke down Klosterman’s agrument and wondered if Lester Bangs was the right person for game journalists to emulate.  There are pros and cons, but he ends the piece with this bit of insight:

What can the video game critic draw from the lessons of the critic of another medium? Stand up for the games that are critically panned for not fitting the mold. Criticize games that are stuck in boring molds and doing nothing but repeat what has already been done. Don’t get frustrated when things don’t change, because that isn’t your function. Like Johnson’s critic predicting the weather, talking about the games that are challenging and moving the medium forward is all one needs to do. These are all essential elements and represent what Bangs contributed to rock ‘n’ roll. Yet at the core of that is the idea of having an image about what that artistic medium should be doing and talking about the moments where that is happening. For every article or blog post about the failings of game criticism, there is an implicit idea about what video games should be doing and this defending or panning of a video game is what defines that vision.

This is all well and good, but there’s something larger at issue here, and that’s what I’m actually here to talk about.

Monday’s Scoops & the Wolf podcast talked in very vague terms about some sort of inside-baseball controversy that cropped up over the weekend; they succeeded in keeping it vague, so I’m not 100% sure I know what happened, but my impression is that certain high-profile journalists at certain high-profile outlets made certain vague tweets concerning… something that may or may not be related to the new console launches, and the console manufacturers being somewhat withholding, and the subsequent difficulty of those sites’ planned coverage for their launch events.  More to the point, Klepek mentioned something about how there’s a “tiered” system – certain outlets have “favored” status among publishers and therefore are afforded better and earlier access than others, and this strikes me, as an outsider, as deeply fucked up.

Here’s the relevant transcript snippet, edited for clarity – they start talking about this thing at 6:27, and the snippet below starts at 7:14:

PK: …Several members of the media over the weekend were tweeting vaguely about stuff (AN: “cryptic things”)… one of the things that people should keep in mind when we talk about console launches is that media outlets are bracketed, there is a tiered system, different outlets are treated differently; that turns into access, that turns into what they get ahead of time or how much they get of something ahead of time… the reasoning[ ] behind that, from what I understand, vary wildly; depends on – maybe they want to target a certain audience that they think that site is better suited for, maybe they’re targeting a more mainstream audience… and every outlet has different things that they use to cover or how they cover or why they cover; some outlets are very specific about wanting to have reviews of every game… The only [concern] that I will throw water on is this idea that publishers somehow have control over final review text… There is no way that is true, I’ve heard nothing to that, that is never something I have heard to be a legitimate or realistic [demand]…

I’d like to think that I’m not naive, and that I understand that the business of game journalism is first and foremost a business, and that there is, inevitably, some necessary degree of symbiosis between journalists and publishers, and that both sides do their best to sidestep whatever ethical weirdness such a relationship may entail.  But how can a professional game critic truly be objective if they’re writing for an outlet that has this sort of “preferred” status?

I understand that as objective as any professional game critic tries to be, they can’t truly be an independent voice.  I’m not suggesting that they can’t pan a tremendously hyped game if that game is deserving of a shitty review; but I am suggesting that tremendously hyped games might not get as objectively reviewed as they otherwise could, especially if the reviewer has had prior access.

This is why “preview events” seem so fucked up to me.  I understand why they exist – game companies want consumers to know about their upcoming games, and game outlets need things to write about – but the tremendous leverage that the game companies have over the outlets (i.e., embargoes) means that it’s very, very difficult for those previews to be truly objective – even if those writing the previews are desperately trying to remain objective.  There’s a very big difference between privately interviewing a game creator and going to a preview event where a publisher only shows a very tightly controlled “vertical gameplay slice”.

Rhetorical questions:  Do movies studios fly New York Times film critic Manohla Dargis to visit film sets and see dailies?  Did Lester Bangs get to watch Lou Reed write, rehearse and record his albums?  The music industry (and the outlets who cover it) is so tremendously fucked up these days that I’m not sure Lester Bangs could even exist anymore; I mean, Pitchfork used to be the vanguard of independent music criticism, and yet now they have an annual music festival featuring the same bands they claim to objectively review.

I’m not sure I know what the answer is.  (Or, at this point, what the question I’m asking is.)  I mean, I’m an aspiring journalist; I’m actively trying to become a cog in this same machine that I’m tearing down.  I’ve heard about “mock reviews” and how ethically horrible they are, but I’m not 100% sure I know the difference between a mock review and a prominently-featured preview article beyond where the paycheck came from.

And so I remain very much on the outside looking in, wondering just what the hell it is I’m looking at.

___________________________________

* I haven’t really talked about Lou Reed’s death yet, as it turns out.  Obviously, he is a mythic, titanic figure of rock and roll, a singular legendary figure on par with Dylan or Lennon or Bowie.  But I must confess I came to him too late for me to feel his loss personally.  It’s a failing on my part, to be sure; in my formative years, I was never introduced to those 4 VU albums, or Transformer, or any of the other many classics in his catalog.  I’m not sure I would’ve gotten into him, though, if I had; I was a prog-rock kid, who valued technical proficiency over all else, and so I probably would’ve heard 5 seconds of his singing and cringed and turned it off.  (Similarly, the primary reason why I got into The Smiths as heavily as I did in my high school years is in spite of Morrissey’s voice – it’s because of Johnny Marr’s guitar playing.  I wasn’t until much later that I appreciated Morrissey on his own terms.)  In recent years I’ve grown to appreciate the Velvets a great deal, and certainly in the last few days I’ve dived deep into Reed’s catalog on Spotify, but I’m not sure I’m ever going to be able to soak him in, the way that I used to, back when I had endless time and no distractions.

weekend recap: bits and bobs and odds and sods

So I had big, grand plans for blogging here last week, and, clearly, those plans all went to shit.

I’d written a rather gigantic review of Beyond: Two Souls for the NYVCC (which probably won’t be going up until early November), and in the process of putting it together I started getting a little philosophical about the concept of “fun”.  Not even necessarily about what constitutes fun (as an example, the fun I had in exploring the house in Gone Home is much, much different than, say, the fun of online Call of Duty matches, should you enjoy that sort of thing), but more along the lines of:  is “being fun” the thing that separates/elevates a game from an interactive experience?  Can a game with stellar graphics, a gripping story and fully-realized characters still be considered “great” if it isn’t “fun” to play?  And likewise, can a game with stellar gameplay mechanics (i.e., the “core gameplay loop”, or the “30 seconds of fun” design principle that went into creating Halo) still be considered “great” if the story and the characters and everything else is shitty?

I’d wanted to sink some serious time and thought into this piece, but, again, the week fell apart and I couldn’t put it together – not even after I tweeted that I was working on something ambitious, and that I sincerely hoped that I wouldn’t quit on it.   The tweet was more concerned with the post becoming too ridiculous for me to wrangle into shape; it didn’t take into account the many external factors that conspired against me even having the time to put it together (i.e., day job, sick baby, musical side projects).

Such is the blogger’s dilemma; as I am not in an environment where I can concentrate on writing 24/7 (or even 9 to 5), I seem to only churn out these sorts of lightweight posts – weekend recaps, uninformed gut reactions to industry news, whining about jerks on social media.  The heavy-duty stuff is problematic – I get intimidated because I want the piece to be great, and when I get intimidated I either allow myself to get distracted, or I get too critical and censorious and the whole thing falls apart.

I don’t necessarily want to abandon this idea, though, even if I just gave it away.  Because one thing that I am going to start doing over the next few months is a thorough examination of this console generation, and I’m very curious to see how my personal definition of “fun” has evolved over that time.

Case in point:  I ended up spending quite a lot of time in GTA V this weekend, trying to finish a few Strangers and Freaks missions, and also trying to trigger new ones – there’s quite a few missing in my Social Club profile, and I have no idea where to find them or how to start them.  Two of them started quite by accident; I decided to buy up some businesses, and one of them (the pier in the WNW area of the map) triggered two different quests that essentially sent me underwater, circumnavigating the entire island (one quest in a submarine, the other involving deep-sea diving).  These were strange, laborious and frequently tedious missions, and yet they were also, at times, deeply engrossing – if for no other reason than to simply appreciate the staggering amount of work that went into creating the underwater environment.   And since these missions were also untimed and free of enemies, I could explore at my leisure, and I personally really enjoy that sort of exploration – even if the speed of the sub and/or swimming was painfully, agonizingly slow.

Indeed, most of my time now in GTA V is spent driving around the northern expanse of the map, wishing there were Skyrim-esque dungeons to explore.  (Or, barring that, Red Dead Redemption-style gang hideouts to raid.)   (Also, mostly wishing that someone would mod GTA IV to incorporate GTA V‘s gameplay improvements – combat, penalties for mission failure, quick-saving, etc.)

Also this weekend:  I was generously gifted a copy of Deux Ex: Human Revolution (Director’s Cut) on Steam, and so that was a lot of fun to go back to.  I didn’t notice much in the way of the advertised graphical or AI improvements, and I haven’t gone far enough to see the re-tooled boss fights, but the commentary is a really nice touch, and it was neat to re-approach the first few levels without the clunkiness of my first playthrough.

Also spent a little time with Eldritch, a Lovecraftian roguelike that looks like a Minecraft mod.  I’m not really all that into roguelikes, nor am I particularly into Minecraft, but I do love me some Lovecraft spookiness, and so I finished the first dungeon and am contemplating a return visit.

Finally, I spent a few hours with the new PC port of Enslaved, which is a game that I remember being really impressed with on the 360 – I recalled it being a colorful adventure in the vein of Uncharted, which is a game that I could stand to see more clones of, and in my “Best of 2010 feature” I specifically called out Heavy Rain and said:

See, Heavy Rain, this is how facial animation should be done.  Hell, this is how storytelling should be done.  There’s more said in a character’s face here than in 20 overwritten lines of dialog.  The relationship between the two lead characters was thoroughly believable and authentic.

The PC version for the most part looks incredible, although the camera has considerable moments of severe jank.  And for whatever reason, this second time around, the story seems to be moving a lot faster than I remember – especially in regards to the relationship between Monkey and Trip.  The game is still fun, though – and it’s also pretty neat to see how the combat in Ninja Theory’s reboot of DmC evolved from what they did here in Enslaved.  If you didn’t play it on the console, this PC version is definitely worth picking up for $20.

I seem to doom myself every time I promise a blogging schedule for the upcoming week, so I’m not going to do that now.  But as I said above, my larger project over the next few months is to reexamine this console generation.  As I’m probably going to hold off on getting a next-gen console (most likely the PS4, first) until next year, I anticipate having plenty of time to get caught up on some backlog titles, and to revisit the console games I felt compelled to hold onto (which is to say, the games I liked too much to want to trade back for credit).   When I consider my Top 10 of this generation, it’s mostly just off the top of my head – with the exception of Red Dead, which I recently played to get warmed up for GTA V, I haven’t played any of the other games in my Top 10 in at least a year or two.   And it turns out that I really want to play Portal 1 and 2 again.

There will never be a Citizen Kane of games

This post is not going to answer the question of whether games are Art.  (Although:  I think they can be, if they want to be, but that’s not the point.)

No, this post is meant to respond to a series of Kotaku’s Talk Amongst Yourselves editorials written by one GB ‘Doc’ Burford, at the amazing site Forget Amnesia (see also Twitter: @ForgetAmnesia), in which he argues if there will ever be a Citizen Kane of video games.  You should read his posts in their entirety:  (1) in which he asks the question, and (2) in which he offers what such a game might look like.

Citizen Kane is held up as a paragon of artistic creation; a “perfect” film, a film that even now still appears ahead of its time. The phrase “Citizen Kane of video games” has become such an overused cliche that there’s even a tumblr for it, one that attempts to collect each and every use of the phrase in the mainstream enthusiast press.  But that said, it’s an apt metaphor, because there’s not really a suitable example in any other medium – would there be a [insert Shakespeare play] of games?   Would there be a [Beatles song] of games (not counting the excellent Beatles Rock Band, of course)?  Video games have this inferiority complex only when it comes to movies, most likely because both games and movies tend to look similar, especially as game technology has advanced in recent years – the last 2 Uncharted games were rightly lauded for looking almost as good as film.

Anyway, look – read his pieces, and then come on back.

Here’s the first one, “Citizen Whine“, and here’s the second (which doesn’t have as catchy a title).

In that first post, the ultimate point he comes to is:

If you want to make The Citizen Kane of Video Games, you’ve got to make a game that’s great—really, truly great—on technical and artistic levels. Then you have to make a game that influences the way society thinks about your medium. Whatever The Citizen Kane of Video Games is, it’s going to be the game that gets mainstream scholarly attention. It’s going to be the game that quells many of the debates about the medium. It’s going to be something that people look at and are inspired by, something that lets them improve upon it. It’s going to be real art, not simple entertainment with decorative bits.

We don’t have a Citizen Kane right now, not in a climate where most people feel comfortable asking a guy like me why he chose game design, instead of a degree in something useful—no one’s uttered a peep in regards to my current film degree pursuit.

Citizen Kane, in other words, gives Gaming a kind of legitimacy it doesn’t have yet.

I agree with all of these points, most especially the bit about how the Citizen Kane of games would have to be able to influence the way society thinks about your medium.

That’s also the tricky part.  Because the reason that this will never happen is actually quite simple; a gamer has a completely different relationship to a game than a non-gamer (or “society”) does, and that is because a gamer knows how to use a controller, and a non-gamer does not.  A gamer has had years of experience with control inputs, and developers have had years to learn which control inputs make  the most sense, and so a gamer knows intuitively how to move forward, how to shoot, how to drive, how to jump, how to crouch, how to choose the correct dialogue option, even how to navigate menus.

I’ve sat a few of my non-gamer friends in front of the first hour or so of Portal 2, which I consider one of the finest games ever made – and which also goes out of its way to make sure you understand how the game itself works – and they almost always struggle and fight with the controls, not being able to look and move at the same time – or even just knowing how to point the camera where they want to.  They get frustrated and annoyed, and hand over the controller after 30 minutes or so, and say “Yeah, it looks cool, I’m just no good with controllers.”

The Wii was supposed to fix this problem – it certainly attracted a much wider audience of non-gamers than any console before it, and the controls, for the most part, were intuitive and easy to learn.  If you wanted to play Wii Tennis, you simply swung the Wii remote as if it were a racket – this made sense to gamers and non-gamers alike.  The problem, of course, is that nobody really did anything with it; third parties stopped developing for the Wii almost immediately, and Nintendo was left holding the bag with more of the same first-party experiences that they’d always made, and the non-gamer crowd didn’t go for it.

In that second post linked to above, Burford argues that if there is a Citizen Kane of games, it will be a first-person shooter – or, at least, it will take from the first-person perspective.  It very well might be – his reasoning is sound, and Portal 2 would still fit the bill – but if it is, I think it’s quite possible that it’ll be an iPhone/touch-screen game.  Touch controls, when done correctly, are generally very intuitive, and very easy to pick up and play without having to figure out what you’re doing.  (Ironically, though, touch screen devices haven’t yet mastered first-person controls.)

He says:

The Citizen Kane of Video Games, in other words, is a game that is going to have broad appeal while putting players in a unique headspace and making them reflect on who they are and what they’ve done. Instead of being a game that tells us about the world, though it will do that, the Citizen Kane of Video Games is going to be a game that tells us more about ourselves than we’ve ever known.

This is all true.  But only as long as the gamer isn’t fighting the controls.

on nostalgia, prog rock, and games

Nostalgia is the enemy of all great art, rock and roll most of all, since at its best it is a celebration of the now.
– Jim DeRogatis, “Ode to the Giant Hogweeds”

I’m sure I don’t need to explain why today is a tough day to write about games, even if today is a day where I’d prefer to be distracted by writing about things that keep me distracted.

But it’s also tough to write about games because, well, this is the week before GTAV, the game I’ve probably been looking forward to more than any other game of this generation.*  And as such, I’m having trouble staying focused on the games that are already in front of me.  I played around 30 minutes of Rayman Legends on Monday, and around 20 minutes of Amnesia: A Machine For Pigs last night, and while they’re both really impressive (even if for wildly different reasons), I found my mind wandering.  (And yet I continue to play the shit out of Giant Boulder of Death on my iPhone, even as it eats up my battery like crazy.)

Anyway, I feel like I need to write something, so indulge me as I ramble for a bit.  (It will turn back around to games, I promise.)

*      *      *

Yesterday I started reading “Yes Is The Answer: (And Other Prog-Rock Tales)“,** a collection of essays about the big prog bands of the 70s.  It actually ends up reading mostly like long sort-of-but-not-really-apologies about liking the big prog bands of the 70s, because admitting that you like prog rock is, I guess, a mark of shame.  I had the good fortune of discovering prog rock during the late 80s/early 90s at summer camp, long after punk had kicked prog to the curb (but just before grunge came back to finish the job), and so I don’t necessarily feel guilty about my unabashed love for Genesis, Yes, Rush and the like.

Anyway, I was reading this book and I happened to have Spotify open on my computer while I was reading – this way, I could listen to the bands that were being talked about that I didn’t know all that well.  (i.e., Caravan, the Strawbs, Van der Graaf Generator, Soft Machine, The Nice, Incredible String Band, etc.)  It was an illuminating afternoon, even if, as it turns out, there are certain bands that I will never, ever, ever be able to get into.

For example, Emerson Lake & Palmer – I just can’t do it.  And I should be able to appreciate them, as I’ve been a keyboard player since I was 3 years old and Keith Emerson ought to have been my keyboard hero, because my keyboard heroes when I was younger were Bruce Hornsby and Billy Joel – but I’m 37 now, and I like what I like, and when I go back and listen to that stuff it’s impenetrable.  It’s the same thing with King Crimson (even though I adore Red).  And while I do love Yes, it’s really only certain albums that I can still enjoy listening to – the ones I know the best.  Of all those prog bands, Genesis was the only one where I forced myself in recent years to become familiar with the albums that I hadn’t been familiar with when I was younger – and I suppose that’s only because they were my favorite prog band and I was predisposed to get past the stuff that turned off other people.  (And also because the remastered box sets from a few years ago sound fucking incredible.)

Likewise, not prog, but still:  David Bowie – can’t do it.  And I respect the shit out of him, and I appreciate that he’s well-loved by pretty much everyone.  I forced myself to get into Ziggy Stardust, and by and large I do like that album a great deal, but I just can’t get into anything else.  I’ve tried repeatedly to get into The Berlin Trilogy, but there’s something about the production aesthetic that bugs the hell out of me – it totally obscures the songwriting and the vocals, and I’ve never been able to get past it.

Anyway, I thought about this a lot yesterday, and I started to wonder if this knee-jerk reaction to certain genres of music applies to other media.   It’s hard to say, I suppose, because rock music – much more so than film or books – is very much defined by its era and its immediate context, and so an older band can be a bit more difficult to get into if you already don’t have an innate sense of where it was coming from.***

For example, I don’t find capital-F Film to be that difficult to get into, of any era; maybe there are certain filmmakers that i can’t see eye-to-eye with, but by and large I’m willing to give most any film a chance (even if I don’t often find myself longing for old-timey, black-and-white films).  TV is a bit trickier, as old shows can feel incredibly dated now,**** but to be fair I’ve never been a big TV guy to begin with.

Games are a different story altogether.  (See?  I told you it would come back around to games!)  Because it’s more than just cultural context at play – it’s just straight-up technology that gets in the way.  Even games that are only 5 years old can be technically horrific to look at, compared to what we’re used to today.  Gameplay systems and conventions have evolved radically, exponentially; GTA3 is damn-near impossible for me to enjoy these days, especially now that Rockstar Games has so clearly reinvented the combat wheel with Max Payne 3 and Red Dead Redemption – indeed, even GTA4 feels downright archaic.  How can I go back to Oblivion (where I’ve spent over 100 hours) now that I’ve clomped around Skyrim? Could I even enjoy KOTOR now?  I think I have it on my iPad and I kinda don’t care, and we’re talking about one of my favorite games of all time.  I tried playing System Shock 2 when it came out on Steam a few months ago – one of the “greatest games of all time” – and couldn’t get much farther than the tutorial; it felt alien and strange and unintuitive and not fun.  If I’d played it when it originally came out, I suppose I might have been more forgiving towards it – but as a new player, it was impossible to get into.

And, of course, there are plenty of older games that are literally impossible to play now, because there are no logistical ways to play them.  Skies of Arcadia is one of my favorite JRPGs*****, but unless they make an HD remake I’ll never play it again – I’m not even sure my Dreamcast can hook up to my HDTV without needing some arcane adapters.  And my love for all things Tim Schafer can only begin with Grim Fandango, as I never played Full Throttle or Day of the Tentacle and I don’t have the technological savvy to make that happen without accidentally setting my PC on fire.

*      *      *

If you made it this far, thank you.  I’m sorry I don’t have a central point to all this rambling; ultimately this was about me trying not to have panic attacks about what happened 12 years ago.  It feels like a lifetime ago, even if a lot of it is still simmering in my brain and my blood, as fresh as if it happened this morning.  It changed me; it scarred me.  It bothers me a little when people say “Never Forget”, because if you were there, you can’t forget it.  I was only a few months removed from temping down there, actually; indeed, if I hadn’t had the world’s worst boss at the time, I might’ve still been there.

Hug your loved ones; keep them close.

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* I wrote this without really thinking about it; but now that I’m thinking about it, I’m pretty sure it’s true.  The only other game that might come close in terms of me going bananas with anticipation is Portal 2.  (What’s notable about Portal 2, though, is that it turned out to be even better than I’d hoped, which is something that almost never happens.)  I’m trying to think of other games that I was absurdly excited about; I know I waited in a midnight line at Gamestop for GTA4, and I might’ve waited on a midnight line for Skyrim, but those were unique situations in that I knew I wouldn’t have to be at work the following day and that there was a Gamestop within walking distance from my apartment.  I did get pretty nerded-out for Beatles: Rock Band, of all things.

** The book is good though uneven – and of course you will only bother to pick it up if you’re already a fan of the music – but the absolute knockout of the bunch is Tom Junod’s piece about Genesis and Peter Gabriel, which can and should be read by anyone.  I’m cutting and pasting from the L.A. Times’ review, since it says all that needs to be said:

“The indisputable star in this band of essayists is Tom Junod, whose “Out, Angels Out” might be worth the book’s $24 price by itself. Junod revisits a perilous passage in his late teens when he was falling into alienation and despondency. Genesis singer Peter Gabriel became the lifeline that pulled him through — although Junod’s closest sidekick in prog didn’t make it. It’s one of the best things I’ve read about rock music or, for that matter, about how adolescence can suddenly turn into a rope bridge over a chasm in a howling wind.”

*** My parents were both classical musicians and didn’t listen to rock music in the house at all, and even listening to the Top 40 countdown on the weekends was a minor act of rebellion on my part (even if I did it on my tiny boom box at very low volumes).   So it makes sense to me why certain, classically-influenced prog music would resonate so deeply with me as a teenager away at summer camp, surrounded by all the older brothers I never actually had.  (It was a performing arts camp, too, so my fellow campers were already predisposed to liking geeky things; it was a save haven for all of us to rejoice in our nerdiness without getting punched by jocks.)

**** Case in point – the wife and I ended up watching a lot of TJ Hooker during Labor Day weekend, and it’s just ridiculous that anyone could’ve been a genuine fan of such unintentional silliness.

***** Skies of Arcadia is also the first JRPG I ever played, so that might have something to do with it.  I have absolutely no idea if it holds up today; I’m not even sure I want an HD remake, because I don’t want my memories to be squashed.  (If someone out there who is in charge of such things is reading this, I want you to know I’d still buy it – just turn down the number of random encounters a smidge and we’d be all set.)

the sound and the fury

Phil Fish finally snapped on Saturday, after an[other] epic argument with an asshole on Twitter.   He announced that he was cancelling Fez II and getting out of the games business entirely before rage-quitting his Twitter account.

“im getting out of games because i choose not to put up with this abuse anymore.”

*     *     *

It can be difficult to separate the art from the artist – sometimes.  As an example, I can’t even enjoy Chicken Run anymore, such is my loathing of any and all things related to Mel Gibson; similarly, I can’t read anything by Orson Scott Card without feeling a bit sick; but I’m still as big a fan of Woody Allen now as I was when I was 13 (even if his films aren’t quite as good now as they were then).  Indeed, Woody raised this very same question about separating the art from the artist in Bullets Over Broadway, and it was seen at the time as some sort of mea culpa:  “An artist creates his own moral universe.”

This is all to say that my intense love of Fez  – a love I’ve had ever since that first GDC trailer way back in, what, 2008? – makes me more sympathetic towards Fish, even if he is the sort of person, as Ben Kuchera writes, who “never met a hornet’s nest he couldn’t improve by giving it a good kick.” 

*     *     *

On Saturday night – a few hours after this all went down – I decided to finally get around to watching Indie Game: The Movie, which had been on my to-do list ever since it came out.  I knew that Fish had a reputation for being combative and controversial, and I was curious to see if that was borne out in the film.  Sure enough, within 5 minutes of his introduction, you see a whole bunch of hateful internet comments directed squarely at him; and you also see him acting like a bit of an asshole.

The movie didn’t necessarily clear things up for me.  On the one hand, Fez is very much a personal artistic statement; it might’ve released earlier and have been a bit more polished with a larger team, but having other input would make the experience feel diluted, somehow.  Everything you experience in that game is what Phil specifically wants you to feel; the charming beauty of the pixelated world, the obscure abstraction of encoded language, the freedom of exploration without consequence.  The game itself is nothing but charm and whimsy and pure intellectual joy.

On the other hand, Phil himself is restless, intensely passionate, and quick to fly into rages; in dealings with his ex-business partner, he says – multiple times – that he wants to “murder” him; and while I doubt that he would have literally murdered this person, I wouldn’t be surprised if, at that moment, if this ex-business partner happened to walk into the room, he wouldn’t have tried to punch that man repeatedly.

I’ve followed Phil on Twitter for a while, now, and when he was active he was constantly getting into crazy arguments with crazy people, and in doing so he made himself look like a crazy person – regardless of whatever moral high ground he felt that he was standing on.

*     *     *

I’ve had a love/hate relationship with Twitter.  Hell, I’ve had a love/hate relationship with social media in general; in fact, just two weekends ago, I publicly declared that I was going on a Facebook hiatus, and that ended up lasting less than 48 hours.

For small independent gaming companies that can’t afford big PR budgets – much like any small artist, be they musician, writer, etc. – Twitter is a necessary device.  It’s free public interaction with your audience, and your reach becomes wider as you yourself grow louder.  How you get louder, though, is where it gets tricky.  Because the bigger you get, the more terrible people you attract, and at some point that shit will get under your skin.  Do you hide?  Do you answer back?  Do you ignore?

I have a good friend who writes for Gamespot.  She’s a great writer, and has an insightful critical mind, and when she writes a review it is clear that she carefully considers every word.  But the only thing that matters to the commenters on her articles is that she’s transgender, and they say the most vile, awful things that have absolutely nothing to do with the words she’s written, and they come out in full force without any provocation whatsoever.  (They might argue that her mere existence writing for the site is the provocation, to which I say to them:  go fuck yourselves.)  I don’t know how she puts up with it.  These people are foaming at the mouth with rage just because she exists.

I also follow a number of prominent games writers on Twitter, some of whom happen to be female.  And they are constantly bombarded with hateful, misogynistic bile and straight-up rape threats for no other reason than that they have opinions about games and that they also have breasts.   And if they dare to suggest that there is a serious sexism problem in the games industry – not just from gamers but from the games themselves – well, just follow @femfreq for a little while and see how that goes.

What the hell is wrong with us?  Why do we allow this sort of shit to continue?  Why do trolls get the last laugh, even if nobody’s laughing?

I sincerely hope Phil takes advantage of this internet hiatus and continues to work on Fez 2.  Maybe it’s for the best.  Maybe it’s better that he puts his focus squarely on the thing that actually makes the world a better place.  Fez made the world a better place for me; he did succeed in that.

I just hope he understands that this isn’t about “winning.”  Nobody wins on the internet.  That’s the whole point; it doesn’t matter how eloquent you are; you can Oscar Wilde someone to death and some anonymous asshole is always going to come back 30 seconds later and call you a fag, simply because they can.  That doesn’t mean you give up; it just means you change the conversation.  Make the thing you have to make.

SFTC 400: a bit of a downer

WordPress says this is my 400th post, although that number includes the old posts at the now-defunct blogspot URL and some drafts-in-progress.  Still, though, 400 posts!  Let’s celebrate this historic milestone by talking about anxiety, depression, and my poor impulse control as it relates to Steam Summer Sales.

You see, every time there’s a Steam sale, I get all excited and tingly – which is ridiculous, because according to the Steam Calculator, I already own everything and I’ve only played less than half of it:
  • Games owned: 338
  • Games not played: 166  (49%)
…and so not only do I get excited and tingly for no good reason, but I also, then, find myself getting a little disappointed that there’s nothing new on sale that I haven’t already bought.
Of course, that doesn’t actually stop me.  As of Monday afternoon, here’s my current haul (10 games, approximately $40):
  • Dirt 3
  • Super Puzzle Platformer Puzzle
  • The Last Remnant
  • Home
  • Rogue Legacy
  • Sword & Sworcery EP
  • Thomas Was Alone
  • Far Cry 3: Blood Dragon
  • Bully: Scholarship Edition
  • Toki Tori 2

There’s more stupid irony to come, as you might expect.  3 of the games on that list are games I’ve already played and simply wanted better-looking versions of (Dirt 3, Sword & Sworcery, Bully).  I’d heard good things about Home and Thomas Was Alone, and since I keep saying I’m tired of shooters I figured I’d get on board with some quality indie non-shooters.  I can’t necessarily explain The Last Remnant, other than that every once in a while I get a JRPG itch, and this was $6 or something.  Toki Tori 2… well, for some reason Steam had given me a 10% discount coupon, which on top of the sale discount made it a no-brainer.  Blood Dragon was stupid cheap, and I still sorta-like Far Cry 3.  But the ultimate point that I’m driving at is that of the 10 games on that list above, Rogue Legacy is the only one that I had a genuine hunger for, and while it was modestly discounted it wasn’t even part of the actual sale.

And yet, here’s the dumbest part of this whole enterprise:

Even though I’ve added 10 new games to my already absurd collection, you know what I ended up playing the most this weekend?  Bioshock Infinite and Tomb Raider, which are games that I’d already beaten quite thoroughly earlier this year.

I don’t know why.  I suppose I was curious to see what this Steam Badge thing is all about; I’m still not 100% sure what they are or why I need them, and I’m not about to start annoying my friends list in hopes of completing a set, but after playing for half an hour or so and coming back up for air, I’d see that I’d unlocked a new badge, and so that’s an easy enough carrot to chase.

But I think there’s more to it (i.e., the replaying of finished games) than mere curiosity over Badges.  I think that I just wanted to travel over familiar ground.

This happens sometimes, especially when I’m feeling anxious and/or depressed.  I suppose I’ve been feeling a bit of both, lately. Truth is, I’m in a bit of a life-rut.  I mean, I love my kid, and I love my wife, and those are the most important things and that’s all well and good.  But I’ve been super-stressed out about money, my day job, my music career, my flailing attempts at creativity, my kid’s future and my ability to provide for him, and etc.  And so there’s been times lately when I sit down in front of my computer and I look at my “Installed Games” folder and I’m overcome with a sort of paralysis – I have too many choices, and none of them are scratching the right itch, and so rather than try something new that might be confusing or “arty” or difficult or non-intuitive, which are normally things that I’m intrigued by, I end up going towards the thing that I already know and am familiar with.

Along those lines, I’ve also been punishing myself by replaying a little bit of XCOM: Enemy Unknown.  Playstation Network was offering free copies for PSN users, and so I felt compelled to download it and see how it felt on my TV, and I played for a few minutes… but the PC version just looks and feels better, and there’s also something about playing it in my tiny, cramped office that adds to the tension, so I went back to the PC version.   I’d lost my old game save when my hard drive crashed, so I’ve been starting anew, and it’s been an interesting experience getting back into it – I’m not playing nearly as stupidly as I did the first time around, for one thing, though it’s still very tense and I can only play it for 30 minutes or so before the tension overwhelms the fun.

Regarding the rest of the Steam Sale:  I’m trying to hold off, though there’s really not much else that I’d be picking up at this point that I don’t already have.  I suppose I’d like to see Gunpoint come back – it was up for a community vote and lost, but considering that Dishonored came back after losing a vote, perhaps this one will come back as a featured item.  I’d tried the demo and liked it, but I also knew that at a certain point I’d probably get flustered and frustrated with it… so I’d rather pay less if I’m going to get it.

What about you guys?

BoRT: I Blog, Therefore I Am (What, Exactly?)

It’s been a while since I’ve had a chance to participate in Critical Distance’s “Blogs of the Round Table” feature, but since this month’s question hits me right where I live, I feel like I’ve gotta jump in:

What is the future of videogame blogging? Has it been usurped by social media and YouTube pundits, or is it still thriving? Is a one-sided conversation one worth having?

On his blog Only a GameChris Bateman summarises a recent ‘blog moot’ between several bloggers. Should blogs be about “exploring my own issues in a semi-public forum” as Corvus Elrod muses, or “something like an 18th century Salon… serious chat with nice folks” as Chris Lepine claims at The Artful Gamer?

Much like the last time I did one of these things, I’m torn between wanting to give what I think is the right answer on behalf of all videogame bloggers everywhere, and how I actually feel – which may or may not speak for anybody else.  In this particular case, I think I’ve got to opt with option 2.

Let me start at the beginning, then, and explain why I felt compelled to start a blog in the first place.

*     *     *

I started running a LiveJournal back in 2000, but didn’t start a videogame blog until 2004, when Gamespot unveiled their blog feature.  I seem to recall wanting to start the blog as some sort of soapbox for ranting and raving about stupid videogame industry shit (in those days, my ire was mostly directed at EA), but in re-reading those old entries, it’s much less of the ranting and a lot more of just day-to-day, “here’s what I’m playing and what I think of it” kind of stuff, which (for whatever reason) I felt compelled to keep separate from my other, day-to-day blogging.

Well, but hold on a second – the “for whatever reason” in the above paragraph is kind of key, as it turns out.  The reason I felt compelled to keep the game blog separate is because, in 2004, I felt like being a 29-year-old gamer was something shameful, and needed to be kept hidden.  To the outsider, videogames were not something to be taken seriously; the stereotypical gamer was either a 13-year-old brat calling you a fag over XboxLive, wholly unaware of irony as he teabagged your corpse in Halo, or a 30-year-old, mother’s-basement-dwelling shut-in playing World of Warcraft for weeks at a time.

And that’s just what I assumed non-gamers thought of me.  Actual gamers were much worse.  I had eventually managed to find a tight-knit group on the Gamespot forums, but that’s because we were all jonesing for some civilized discourse – commenters on most game sites are were just as vile and troll-ish as they were online.  It was impossible to carry a coherent conversation without a bunch of jackasses ruining it for everybody else.

*     *     *

Further to that “for whatever reason” thing above – this is from Tom Bissell’s Grantland piece about The Last of Us:

Despite the yada yada of video games’ growing cultural prominence, the amount of money they make (and lose), and the simple reality that maybe no creative medium has ever moved further faster, most people don’t take video games very seriously. I realize this comes as a shock to precisely no one who doesn’t play video games. Sometimes the fact that games are written off as adolescent nonsense bugs me. Sometimes it doesn’t, because a lot of games — a lot of great games — are adolescent nonsense. And sometimes I think that the worst thing to happen to video games would be for them to get taught widely in schools and reviewed in The New Yorker. As the novelist and critic (and gamer!) John Lanchester once wisely noted, “Respectability is a terrible thing for any art form. People wrote better novels when the cultural status of the novel was contested.”

*     *     *

9 years and 3 urls later, I’m still trying to figure out why I keep doing this.

I’d like to say it’s because I’m trying to “be a part of the conversation”, but the thing about having a blog is that it is, by definition, a monologue.   If I ask questions in my posts, they’re generally rhetorical in nature; I’m not doing this for the feedback.  Sometimes, I’m working out my own critical thinking in this space; other times I’m responding to the analyses of other critics; more often than not, I’m simply trying to keep track of what I’m playing and what I’m thinking about what I’m playing.

This idea of a “blog moot” / “bloot” is interesting to me, though.  Like Chris Bateman says:

… not all blogging is about community. My problem, and presumably Chris Lepine’s as well, is that right now none of the blogging is about community, which is a serious step down from where we were not that many years ago. So the situation going forward needs to be to leave the door open for community, when it is appropriate.

My first real blogging experience was on LiveJournal, which very much was a community.  Sure, it was primarily a place for me (and others) to vent about stupid shit and to navel gaze, but I quickly found a group of people who were venting and navel gazing about the same things, and so even though we were still just monologuing, we were doing it together.  It wasn’t nearly as cacophonous as it sounds.

Is it possible to get a gamer-blog network up and running?  Our own private Tumblr?  Where it would be easier for game bloggers to find each other, to read each other, and to communicate with one another?  Or does turning it into just another social network defeat the larger purpose?

(I think I’m going to continue this in a second post; for now, I want to send this off and see what happens.)

[This post is written for the July 2013 round of Blogs of the Round Table; read other submissions here:]

E3 2013: a wishlist of impossible things

I’m hopped up on allergy medication and Ativan and a large coffee, so I’m all sorts of weird right now.  This is as good a time as any, then, to get excited about things that I’d like to see at E3, none of which will probably turn out to be true, which will make it that much easier for me to be disappointed like everybody else when it’s all over.

A caveat:  since I obviously can’t predict new IP to get excited about, this is mostly a list of stuff based on existing IP.  Which is perhaps not as inherently exciting as new IP, but – again – I’m in a brain fog.

1.  Red Dead Redemption 2 for PS4/XBO.   Surely this is in the works, right?  I mean, come on.  (Rockstar typically doesn’t attend E3, and Take Two is only holding private meetings.)

2.  Steam Box with specs comparable to PS4/XBO for under $500.  And which I could hook up to my PC monitor, if need be.  Sometimes I forget that I can use Big Picture Mode; man, what a great UI.   (Valve will not be exhibiting at E3 this year, either.)

3.  Speaking of Valve (and ignoring, again, that Valve won’t be at E3), I’ve given up hoping for Half Life 3 news, but I’d love to see something Portal related.  I don’t even know what I’d want it to be, just that it’s continuing to exist.

4.  Criterion Games backtracking and saying, nah, just kidding, we’re totally making a new, next-gen Burnout.

5.  Grim Fandango HD.  And while we’re at it, how about all of those classic LucasArts adventure games getting HD remakes for iOS?  Get on it, Disney.   I’d even take a LucasArts kart racer at this point.

6.  Someone (maybe Bioware’s post-Mass Effect team?) to turn Iain M. Banks’ Culture novels, or even just the universe, into a game.  Special Circumstances is basically SCREAMING for some sort of third-person action adaptation.  I’d do it myself if I knew anything about anything.

7.  I’d like to hear a lot more concrete info about those Oddworld HD remakes.

8.  Fallout 4 with iD Tech 5 graphics.  (That’s what Rage was sorta going for, but it can be done so much better.)

9.  Rock Band: U2.  (I know, I know.  I’d just like one more reason to use my plastic instruments before the kid makes us run out of storage space.)

10.  Finally, I would lose my goddamned mind if Skies of Arcadia came back for a next-gen sequel.  The original SoA was my very first JRPG experience, and it set the bar ridiculously high in doing so.

Backwards Compatibility

The Gameological Society has a brilliant column today in which the games industry is shooting itself in the foot by not embracing its past and enabling backwards compatibility on the next generation of consoles.

As far as I’m concerned, there are only two arguments against backwards compatibility that make any sense:

  1. The technology and methodology required to make old software work on new/different hardware is too expensive to justify; and
  2. Old games – even the best of them – can look and feel incredibly dated.

I don’t know enough about #1 to make any sort of coherent argument for or against it; I’m probably only repeating it here since it’s pretty much what the console manufacturers have said about it.

#2 is something I can understand, I suppose.  If you play GTA3 right after playing GTA4, the differences between the two games are so profound that GTA3 becomes almost unplayable.  Similarly, while System Shock 2 might be an incredible game, it’s also incredibly archaic and unintuitive in terms of its mechanics; there’s a reason why those older games had lengthy tutorials that explicitly showed you how everything worked.

But to throw out an entire generation’s worth of content simply because the format has changed?

Imagine if you couldn’t listen to the Beatles anymore simply because the world had moved on from vinyl to CD and the record companies found it too cost-prohibitive to transfer their libraries over.   Or if movie companies decided that transferring VHS movies to DVD was, to paraphrase Microsoft’s Don Mattrick, “backwards-thinking”.

Here’s the key section from the GS article linked to above:

…Sony’s PlayStation 3 launched in 2006 with full backward compatibility for all previous PlayStation formats. PS2 compatibility was achieved through specialized hardware on the PS3 circuit board. 2008 saw the removal of PS2 compatibility from all future PS3 revisions as a cost-cutting measure, with a cheaper software-only solution being deemed [unfeasible] by Sony. Yet in 2011 Sony began selling PS2 games digitally on PS3. Hackers have since discovered that these games are running via a surprisingly robust backward compatibility solution that could be applied to old PS2 discs, but is not.

I have to surmise from all of this that backward compatibility for games would be possible but expensive. Sony and Microsoft could have been faced with a choice between two expensive forms of backward compatibility, and they chose to support one medium, video, but not the other, games.

This sends a clear message that these companies consider the medium of film and television to be more important than the medium of games. Why would two companies with such enormous investments in games make such a seemingly skewed judgment call? Well, they would probably argue that the culture has made it for them, by giving film and television pride of place in society, and relegating games as a lesser medium. And this may be the case. But when gaming’s industry leaders buy into that broader belief, it hurts the long-term health of the art form.

I hate to keep bringing up Red Dead Redemption – I feel like it’s been in every post I’ve written lately – but it’s a key example of the legacy we’d be losing without backwards compatibility.  I’ve been starting to work on my BEST GAMES OF THIS GENERATION post, and RDR is most likely right up at the top of my Top 10 list.  For me, RDR is Rockstar’s finest hour – a masterpiece top to bottom, and one of the finest games ever made.  And once the new consoles arrive, there will only be two ways I can continue to play it – either Rockstar re-releases it to work on the XB1 and the PS4 (which seems unlikely, given that they never even gave it a PC port), or I continue to hold on to my dying 360 and hope it doesn’t completely break (since I wouldn’t be able to replace it).

 

 

the first hour: Call of Juarez Gunslinger

I knew that my life would change dramatically after my son was born, but I’m still occasionally surprised as to how far-reaching that change actually is.  As far as this blog is concerned, I knew I’d have less time to write, because I also knew that I’d have less time to play.  But while I also knew I’d be sleep deprived, I wasn’t necessarily prepared for my brain’s sudden inability to engage in critical thinking – or even coherent thinking.  When I try to come up with topics to write about, or even just opinions about games I might be playing, I generally get about as far as “I think this is pretty good” and then I just shut down.  Consequently, I often find myself sitting at my desk, staring at an empty post, feeling bad.

(I suddenly find it very strange to think that just a few months ago I was preparing to make some major career moves/concessions in an attempt to kickstart a professional videogame journalism career.  Considering my meager output of late and the lazy quality of what I’ve actually managed to publish over the last few months, I’d have been justifiably fired long ago.)

But I’m also feeling a bit disconnected from games in general.  I’m not sure if that’s because of the baby and my dramatically reduced availability for playtime, or if it’s simply that the release calendar is so dead right now.  My consoles are gathering dust because it’s exceedingly difficult to secure any alone time in the living room, but it’s not like my PC is getting much action either.  As I’d mentioned a few posts ago, I was able to successfully install a new hard drive in my PC, and I’d spent a lot of the last few weeks re-downloading stuff from my Steam library that felt “essential”, or that at least would be fun for a few free minutes while the kid was taking a nap.  But even the “essential” stuff  isn’t quite grabbing me the way it used to.   I’ve been sorta tooling around in Sleeping Dogs again (because I lost my save file when my old hard drive crashed), but that’s pretty much it.

This is more or less why I bought Call of Juarez Gunslinger last night – I needed something new, and when I’d read a few things that said that it wasn’t terrible, that was enough for me to pull the trigger (so to speak).   And I’m delighted to report that even though I’m only 2 missions in, I’m having a pretty great time.  It’s kind of a perfect game for me right now, in that it’s gorgeous-looking, the action is solid and enjoyable, and – most importantly – each mission is relatively short and self-contained, which is ideal for someone in my current (i.e., limited time) situation.

I have no familiarity with the CoJ franchise, and in any event Red Dead Redemption set the bar so high for games set in the Old West that I never bothered with anything else.  (Let me say, once again, that the lack of a PC version of RDR is, perhaps, the biggest bummer of this current generation.)  But as long as I’m making comparisons, the game it most reminds me of is Bastion; the game is narrated as you play it, and in a neat twist the narrator will occasionally switch up how the story is being told, so the action will rewind for a few seconds and then something different will happen.  It’s a novel touch and it keeps you on your toes and engaged in the story.

Action-wise, it’s more or less standard first-person shooting but with an arcade feel – you get XP with every shot that hits an enemy, and the XP changes depending on the quality of the hit – headshots score more than bodyshots, running enemies score more than stationary targets.    This is all to say that when you shoot an enemy, numbers fly out in a very satisfying manner.  There’s almost no enemy AI to speak of – outlaws will occasionally duck behind cover, but they generally stay in one place.  This is all fine, though.  It’s meant to be a shooting gallery, and the action is quickly paced – you’re constantly on the move, running through startlingly pretty environments, shooting your way out of trouble.

And then there are duels, which would appear to be a sort of boss battle mini-game.  You and your enemy size each other up, and as you do so your left thumbstick controls how far away your hand is from your gun, and your right thumbstick controls your “focus” – which has something to do with accuracy, although once you actually start the duel proper you suddenly have to aim again.  I’ve only done two of these, and so I’m still a little hazy on how to do them well, but they’re tense and exciting and pulling them off is very satisfying indeed.