External Sources

Costume Quest and the Annual Tradition

Posted in External Sources, Recent Posts on November 1st, 2011 by Eric Swain – Be the first to comment

The day after Halloween I have a post up about a potential Halloween tradition in video games.

I personally have traditions every year for other holidays with family and friends as I’m sure most if not all of you do. And while Halloween is important for my friends and I we don’t have any set ritual. It’s different ever year. As I have a weekly obligation to talk about games and I’m smack dab in the middle of another project that takes a lot of time and leads to little results until it’s done I decided to go back to a short game from last year. Costume Quest, which recently when on Steam sale, is a game about Halloween as opposed to one associated with the holiday for being part of the horror genre. read more »

Slow Times at Paradise City

Posted in External Sources, Recent Posts on October 24th, 2011 by Eric Swain – Be the first to comment

So, my weekly post is up at Nightmare Mode. It was suppose to go up Thursday and alack it is Monday. One of these days I’ll publish on the target day. One of these days.

Part of the reason it is late is that this needed far more editing than anything else I’ve published there to date. But what should I have expected. My target post deadline is Thursday and the only game I’ve played all week is Burnout: Paradise, a game in a genre I’ve literally have no experience in other than demos. And all those demos did was reinforce that I cannot play these games. Plus, racing games aren’t known for their deep thematic material, or their statements about much of anything. Searching for a grappling point was a challenge in of itself. read more »

Atmosphere is Not Enough: A Limbo and Another World Critique

Posted in External Sources, Recent Posts on October 14th, 2011 by Eric Swain – Be the first to comment

I played Another World on Monday and Limbo on Tuesday and I wrote the post on Thursday. I had a post due and I missed the previous week pulling my hair out trying to get the follow up piece on Heavenly Sword written. It didn’t work out. It was quite fortuitous that I played these two games when I did and found a connection between them. read more »

Heavenly Sword’s Thematic Resonance

Posted in External Sources, Recent Posts on October 3rd, 2011 by Eric Swain – Be the first to comment

This was supposed to go up last Thursday, but it was an absolute mess. It wasn’t until over the weekend did I realize the problem with the original draft. It was three essays worth of content in one. It was a mess to create a cohesive argument in all of that. Now the version that is up is only two essays in one. I managed to smooth things out so one essay in smack dab in the middle of the other and is necessary to make my argument. The thing is, both pieces are something I’ve wanted to write for a long time, some longer than others. read more »

Critical Distance Curator

Posted in External Sources, Recent Posts on September 25th, 2011 by Eric Swain – Be the first to comment

Ben asked me to step in again this weekend. Or rather he asked someone to step in and I said yes first. Thing was two days before it had to go up I had only two links. Then the day before I was pushing 30, so thank you all for that. And, well TWIVGB has been going on for over two years now. I want that to sink in for Ben, he’s been doing it for over two years. I’ve been helping for over a year and half officially and dumping more link in Ben’s lap than he can shake a stick at since the beginning. Suffice to say sometimes you have to do something to spice it up once in a while.

I was a paragraph in writing a normal round up when I noticed I used the word curator and I turned the whole thing in a faux museum tour. Having never gone on a museum tour when I’ve gone to museums I did my best to imitate one from the New York area. David Carlton who normally does the editing for TWIVGB went to bed early because I was taking too long so Ben stepped in as editor. I knew I was either going to make him laugh his ass off or get fired. Ben’s response?

I liked what you were going for, but you needed to go more all-out. ALL OR NOTHING, ERIC
ALL OR NOTHING.
So, Ben spruced it up a bit and changed the dialect to London hoity toity. For instance, I had a janitor find the work in the back room and Ben changed it to Grad Student finding it in the basemen. Actually, come to think of it, that’s pretty much the same thing. Also, I wrote “Mr. Kirk Battle Esq. aka L.B. Jeffries” to which Ben changed it to the much better “he Artist Formerly Known as L.B. Jeffries – Mr. Kirk Battle Esq. himself.” General improvements like that. And no, he had no idea what I was doing until he started editing it in wordpress. We are not a cabal. We are very bored individuals. So while I came up with the concept, Ben fleshed it out. I wish I could take sole credit for all of that. Thankfully it’s gotten some great response so far. Apparently people like to be entertained with their links. Who knew?

And because I’m paranoid someone who get on our case for being pretentious douche bags for this, I’d like to head that off at the pass. It’s a joke done because I got bored of the normal format. Have fun with it, jackass. Well, now that I’m done beating up a strawman, see you later.

Enslaved and My First Nightmare Mode Post

Posted in External Sources, Recent Posts on September 23rd, 2011 by Eric Swain – 1 Comment

So about a two weeks ago I was asked my Nightmare Mode‘s Editor-in-Chief Patricia Hernandez to join. It was right after and mostly because of my Existential Critical Crisis post that I was asked in the first place. I was a bit taken back. Here I was debating my self worth, or rather I was a few weeks ago, (The amount of time it took to edit that 10 page monstrosity was long enough I was feeling much better by the time it posted.) and here was someone asking me to join the revamping of a site. Well after much hand wringing and talk I got my first post out today.

It’s only a rewrite of my Enslaved post from many months ago, but I needed to get myself grounded first. I needed to learn the new system with something solid. The post is heavily rewritten and actually edited. Thanks to the system I got a number of new eyes to help fix it up. With that under my belt I am going to go ahead with original content.

With that said I’m going to rip out a page from Scott Juster and Jorge Albor’s book. When they began writing for PopMatters they changed their schedule around and on Thursdays’ when their post goes up they write a few supplemental comments on their own blog. I’m going to do the same. The essays I do over there are going to have to be even tighter than I’ve manged to make them here, so there are going to be some leftover thoughts.

However, for this week, since I’ve already posted it here, I’d just want to say my thasks and my appreciation. I have never had an editor focus in depth on an piece I wrote and work with me on it. I got quite a few eyes on this one. Thanks to you all over at Nightmare Mode. I’ll be writing there on Thursdays and if I don’t feel free to heckle me on twitter about that week.

Next week is a sequel post to my Enslaved piece that I never got around to writing for reasons that escape me at the moment. Where Enslaved failed, I want to talk about where Heavenly Sword succeeded. See you next week.

Horror Games – Top 25

Posted in External Sources, Recent Posts on June 3rd, 2011 by Eric Swain – 3 Comments

So I wrote a piece for Gameranx called Top 25 Horror Games of All Time. Not the most enthralling piece I’ve written, but then that isn’t the purpose of top x lists. I was given the assignment from my editor there and I managed to get it out in about 12 hours. It got lost in the shuffle so it was published about a month after I wrote it. But that is not why I mention it. I mention it because I wrote it, but I’m going to keep going on about it because when I was writing it, it brought to mind things I’d like to talk about. And since Gameranx is a more mainstream news/features publication the comment section isn’t a fit place to hash out these thoughts.

Of course it could be that I spend too much time and energy thinking about things that generally don’t deserve the amount or level of thought I put into them. On the other hand if that weren’t the case I would not be talking about video games at all.

Ignoring the supposed meaning of numerical ranks, I’m more interested in what I included and why. I could have just put 25 “scary” games in a list and left it at that. But I did research. I went out and found games that were left by the wayside in earlier generations and some I had outright never heard of. The research portion probably took more time than it did to write the thing multiple times over. The thing is, I was looking for games that were Horror games and not games with horror trappings. Games that scare and not startle as it were. (I hadn’t played everything on the list, but I think I can safely say that no top x list that calls itself of  “all time” that the writer has played them all.) So I measured what was unnerving through the writing of what others had to say and some video of gameplay. Of course I used my own judgment on those that I have played.

In the comments people, for the most part, only list games I missed. But it’s an odd conundrum that by adding one you have to take one away. There are a finite number of slots and no one ever says this game or the other doesn’t deserve to be on the list. Other function of the top X list is that it can reveal titles people might not have heard of before and expose them to a new experience they might not have otherwise had. Of course that may be me being too hopeful. Still if you recommend a game to add I feel it only further enlightening to a discussion to say which does not deserve to be there. Then you get into a discussion of relative merit between games and why one meets certain conditions better than the other.

As I wrote in the piece :

Many games have scary elements in them, but then there are the games whose sole purpose is send paralyzing shivers down your spine. The games that stick with you long after you’ve turned your console or computer off and when you do coat you with an inescapable dread.

I also tried to convey in the short space I had what made the games truly scary. I don’t feel I succeeded on that point completely. Of course I’m not happy with the list, but then it’s a list and it could never really be final.

Undying, Phantasmagoria, Gabriel Knight and Bioshock all got mentioned. Two with question marks. I didn’t find Bioshock to be that scary a game. It had scary moments in it, but they were points that made you jump and weren’t elements that stood out. As the game went on, those elements seemed to disappear and over time you got used to Rapture itself, so it didn’t scare you either. I feel this has to be mentioned, because I placed System Shock 2 so high on the list. I put it on the list for two reasons. One, there was only one other example of tech horror on the list and I felt it was an under represented genre. Second, there’s something about the loss of free will and an oppression so thorough that even your resistance is not only planned for, but dictated by your oppressor that I find terrifying. The idea that nothing you do matters. Bioshock has many of the same executable tropes as System Shock 2, but the philosophical focus is on something different even with the lose of free will in there as a plot point. In essence I find System Shock 2 scary and not Bioshock.

Undying was a game I considered, but ultimately it was gore and horror tropes, but not actually scary in its own right. That was the problem with a lot of games. I didn’t want to put Dead Space on the list at all for that reason, but I knew I’d hear it if I didn’t. But Dead Space did do something in the cannon of video games that is over looked when it comes to explaining it’s scariness. Undermining expectations in dangerous situations is a staple of the horror genre and now that it is a franchise it is lost on us, but the original undermined what 20 years of gaming had taught us about shooting enemies, to go for the headshot. Now we all know and understand that you have to shoot the limbs off to kill the necromorphs, but at the time undermining the convention took some getting used to and that combined with the other elements made the game horrific.

I had heard of Gabriel Knight, but knew nothing about it. I didn’t even know it was a horror title. And as for Phantasmagoria, I saw it and disregard it for some reason. Probably space constraints. Or maybe it sounded too silly to be really scary.

There were many games that pop up in top horror game lists that I don’t understand completely. Portal, while yes could be classified as tech horror isn’t scary to me. It’s a monster story and a straight up monster story isn’t that scary. Plus, I never felt in danger other than the stupid green water pits. Resident Evil 4 isn’t scary either. Yes it’s a well made, well polished game, but it isn’t horror. There is nothing scary about it. It is a grotesque action game with enemies that occasionally sprout strange appendages. It’s not so much the agency the game affords me, but that it’s too competent with the agency that the danger is changed from a survival focus to a competition against the computer. It’s setting is also far too bright. All three of the major locals are horror trope settings: the isolated village, the Gothic castle and the abandoned laboratory. But they were backdrops, they weren’t places.

I bring this up because two other games handle the same sort of idea towards agency and resource availability but are actually scary. Condemned: Criminal Origins and F.E.A.R. both manage to be scarier than Resident Evil 4 by a wide margin. Both games are darker and give a much scarier feel. The shadows and unknown are a big part of the uneasy feeling they reproduce and these are settings that are otherwise familiar and would not be scary under more normal circumstances. They don’t get the advantage of the unknown, of the other that we do not experience in our day to day lives. Everyone has been in an office building or a narrow alleyway or a house. Not everyone lives or works in a Gothic castle. Again I think it’s the undermining that works to their advantage. F.E.A.R. give you far more destructive power than Resident Evil 4 as a FPS and during normal gameplay this isn’t an issue, it’s when you enter the nightmare that all your abilities are for naught. When that scary little girl shows up and the walls start bleeding there’s not a whole lot you can do. Condemned gives us the first person perspective, but makes us use melee combat that is so visceral you can feel every blow you take and dish out. Also, it upends the familiar and sends shivers down your spine by presenting the unnatural and terrifying in a house like YOURS. If you play in the dark the doubles the terror once you pack it in for the night.

I also want to mention Rule of Rose and Haunting Grounds as two games that are terrifying not because of any supernatural or extranatural events and they’re only about people, not monsters or ghosts, being horrible to you. There is something I find profoundly disturbing. Were they more polished (and I don’t just mean graphics) that allowed them to be more detailed and exacting in their representations I think I would have regarded them much higher.

Most of the games have some fantastical element to them, either in the supernatural, technological or psychological. It seems to be a running theme. Another running theme was the use of amnesia in the main protagonist. It is a form of helplessness that grants the player and character the same amount of knowledge and lends a bit of vulnerability to them. But it was getting ridiculous by the time I got the top 5. Quite a few of the games were adventure titles and there were quite a few more that I didn’t include. Nearly half the top 10 were Lovecraft inspired. And Silent Hill got three nods for three entirely different reasons.

I know arguing about numbers and positions is pointless and a fruitless activity and I probably have put more thought into it than it deserves. (The above is only a smattering of my considerations when writing it.) But I’d like to be challenged on it here. Garner some debate as to what makes particular titles more successful at being true horror than others. Was there some skewing in my choices, in what I value in horror in the list? What do feel I left off the list and why? What would you take off to replace it? History and being the first at something didn’t matter as much to me in some cases, but should it? That’s a discussion I’d really like to have.

Podcasts ho!

Posted in External Sources, Recent Posts on May 16th, 2011 by Eric Swain – Be the first to comment

A few weeks back, Kris Ligman came to New Jersey to give a presentation at a conference about her research. Before she was to fly back to California she dropped by my home town to say hi and chat. During her brief stop before I took her to the airport she mentioned that the Moving Pixel crew would like to have me on for a podcast at some point. I said I’d love to join. A while later I was contacted and was asked if I’d still like to come on. Well of course I would but I would need to know what I’d be speaking about. It tends to work better that way. It was Critical Distance and its place in the critical blogosphere. Ever since the year end round up I’ve been asking permission with anything Critical Distance related. I mentioned this and G. Christopher Williams stated he felt dumb for nothing thinking of Ben in the first place. So we all got together a few weeks ago to have a chat about Critical Distance. It came out today and I didn’t come off as bad as I feared I  might of. At the end I said that I was in the works for editing CDC episode 8 and hoped it would be out before this podcast went live, well it was. By three days.

CDC podcast episode 8: A Very GDC Podcast” is up for download and your listening pleasure, both at the site and on iTunes. This one took a lot longer to do in every stage of working on it. I batted around a few ideas for what to do and with Ben we eventually settled on the idea of getting a bunch of people who went together and group them together based on their favorite panels they went to. I asked 16 people that I could get a hold of and had it all set up one weekend only for it to collapse at the last minute when I found I had gotten work hours during much of the podcast time. So I tried to set it up for next weekend only for a lot of scheduling conflicts to get in the way. But I got 8 people to sit down on two different days for two different discussions about the panels they went. Given how long it took for me to edit these two sessions and get them produced it’s probably to everyone’s benefit that I didn’t do more.

GDC was back in March and I didn’t get everyone together until April and it only got released in May. I defend this timeline with the fact the second word in the title is Distance. So even with GDC being some time ago it’s still nice to remember everything that went on and hear it straight from a person’s own mouth. You can’t type down Courtney’s excitement about the SWERY talk like you can hear it on the podcast.

Oh and yes I do put outtakes at the end of each podcast. I cut out 20 minutes worth of umms, errs, you knows, likes, pauses, stutters and pauses from the audio. I go above and beyond for quality. Hope you all enjoy.

Another Podcast, Another TWIVGB

Posted in External Sources, Recent Posts on March 1st, 2011 by Eric Swain – Be the first to comment

It seems to be a theme for this year. I’ve done more on other people’s sites than I’ve done on my own. This continues to be true. Over a week ago I was invited to do the Chronoludic podcast with Chris Green, Mike Dunbar and Seb Wupper. The topic at hand was the question ‘what is a game worth?’ The focus of this particular question was the issue of economics and us as game purchasers. WE didn’t reach any ground breaking conclusions or earth shattering revelations. In fact it seems more of a review of the facts, but if anything it does show that these issues are not simple and that they are in fact many inter connected issues. From the personal, like present size of your wallet, what you want to buy, to the pile of shame on your table or on Steam to the corporate like how to make back your enormous production budget, fighting the used game beast, setting price in a competitive market and determining what market to go after.

Personally I think we’ve reached a point where companies don’t have to make every single game the big AAA blockbuster that has to sell multiple millions of copies to succeed. We see a few tentative steps being taken and thankfully being rewarded. There is a thriving indie scene with some mega successes like Braid and Minecraft. Double Fine and THQ are started what seems to be the indie department of a major studio like Miramax or Searchlight in the downloadable game market. We do see real changes being made, very very slowly and I think it’s that slowness of movement rather than stagnation that causes these conversations to come up. It’s frustration, hell I’m frustrated with what in my point of view seems like a very obvious way to come at the market that will reward the boldness and forthrightness of he approach. But then I’m a broke critic working at a third rate blog, not in charge of billions of dollars and thousands of jobs across multiple countries, so I really don’t have a right to dictate terms.

And then on the other hand we see the same corporations seem to make some head way and then pull their hand back sharply with only  the CEO yelling “psych” missing to complete the picture. Note, if you weren’t going to do it if you got a poor initial reaction from people that mostly don’t matter or something that had little to no purpose than you shouldn’t have done it in the first place. If you are going to try something new then you have to go in whole hog as the saying goes. An audience can always tell when the person on stage is only going so far that they can pull back if they have to, just in case. Those are the worst performers. It’s the one who jump in with both feet thinking they’re right and hoping the audience agrees that succeed. But EA, Ubisoft, Activision and the rest only seem willing to do it with the safe bets, safe bets that lose them money more often than not I’ve noticed. I’m rambling and we touch on most of this in the podcast and are at least somewhat entertaining.

You can find it here at Chronoludic’s website.

The other thing I did was last week’s TWIVGB. Ben is off at GDC again this year and asked for me to step into the writer/gather shoes. I took over when he went to GDC last year so that means I’ve been working on and off at Critical-Distance in a more or less official capacity for a year now. (Though in checking the dates, apparently GDC is a week earlier this year, so it will be next TWIVGB that will be the one year anniversary.) So, go me.  I’ve gotten better at it, but I think I’ve said than many times before and the only difference this week is that this last week is when I finally think I’ve reached my limit. My RSS feed has grown and with it how many posts I read. Well I think it’s finally at the size where it is unmanageable. I can only get it down to around 20-25 unread posts before I wake up the next day to find it’s jumped to around 50 or some number. There was a time where I could empty the whole damn thing and still have time to do something else. And that wasn’t too long ago. Hell I was able to do that back in October. Now I’m struggling to keep up. There is just so much being written and of course this is only my RSS feed. I still read links I get sent sent or are linked on twitter from around the web that aren’t in my feed and I read them too. I haven’t gamed, read the book that’s been staring at me since last summer to finish it, and I finally managed to watch a movie last weekend for the first time in weeks and came back to find my RSS feed had grown by another 15 or so.

Am I saying anything? No. I’m venting. Could I do as Ben suggest and just click set all as read? Yes I could, but then I’d be missing something, something good. I don’t rely on TWIVGB, because I’m often creating it. It’s the sysiphysian task of chosen and it’s just recently I can no longer get to the top before the bolder rolls back down. (Yes I know the myth and where that analogy goes off it.)

Anyway read last weekend’s TWIVGB here. And when I do this week’s I post the link to that one here. I’m not going to write another post just to say I did that one as well.

My Latest Work at Critical Distance

Posted in External Sources, Recent Posts on February 11th, 2011 by Eric Swain – Be the first to comment

While I haven’t been updating my own blog much lately it’s partly because I’ve been busying myself with other things. I’ve worked at finding a new job. I lost or rather finished my other part time, contract work last month. I’ve also been hurriedly trying to get my RSS feed back under control. The week I spent away from it (I’ll tell you why later on) even though it was the week between Christmas and New Years it didn’t slow anybody down when it came to posting. That and I was introduced to over half a dozen new blogs and had to get caught up on them. I got back into playing real games, not just reading about them and still have got a whole batch of essays lined up to be written. I don’t seem to have any small posts left in me, so these are going to take a while. But other than all that, the main thing that kept me busy was the projects I was working over at Critical-Distance.

At the end of last year through to the beginning of this year I was working on a new project. I knew the last week of the year was going to be a blank week when it came to TWIVGB. It was vacation time for everybody and Saturday, the usual release time (or it is on the East Coast at least) was New Years Eve and at around midnight everyone was going to be parting or recovering from the celebrations, again, depending on your timezone. Since Ben wasn’t going to do anything and the CDC podcast had put me in the mindset of reviewing the previous year I thought a TYIVGB might be in order.

So that’s what I did. I spent the week going back through every single TWIVGB from the year and reading all the links again. Many I remembered, others I needed a refresher. It was too big a project to do by myself so I asked Ian to help me. Together we got through the 995 links from the previous year and started a preliminary list of links. Sufficed to say there were way too many of them. So we went through them again, being even more discerning and got the list down to over 100. It was still too much. At the time I was aiming for something a little bigger than the normal TWIVGB, around 30 links. That idea was dashed on the rocks about this point. I had forgotten how much quality writing had come out, but I still had to cut it down. I was off for the week, no work, no responsibilities, except for what I set for myself. This is what I set for myself. Eventually I hacked away at this list until it was around 60. Did I include everything worth including. HELL NO. I had to cut some pieces I personally liked, because there frankly wasn’t room.

Did I miss some great pieces, most definitely. I used the TWIVGBs as my source of links. If we missed it there, we missed it for the final wrap up. Is it definitive? No, plenty of great work was left out, because it was too damn big. It wasn’t a here is everything from the year worth reading, it was an overview, something to remind people of all the great writing there was throughout the year. It was fun to look back on.

Spotlight: This Year in Video Game Blogging

Because I spent so much time reading the old stuff, multiple times I might add, I had a lot of catching up to do on my normal reading. Something I only caught up with this week. But meanwhile, between bouts with the forces of nature and multiple tons of white shit the sky dumped on us, I was setting up the next CDC podcast. It wont be a weekly feature, there’s no way it can be. We have no regular group of people like other podcasts. The casts will from now on be set up to match the topics. It was difficult to get this cast together, because many people I asked turned me down. It’s no longer the holiday season, people have busy lives. But eventually I managed to cobble together a great and very argumentative panel to discuss comments in the gaming blogsphere.

I knew it was going to be the topic since before we did the last podcast. That’s when the arguments started. It was supposed to be out a week ago, but like with all new endeavors there were technical problems. While the last podcast the challenge was the sheer length and size of the original recording, plus having to compile it into three different files, the challenge here was fixing an error in the recording. My voice ended up warping, doubling and interweaving itself to where I couldn’t tell what I saying anymore. I had to piece that back together fractured word by fractured word until I knew what I was saying and smooth it out. It took 3 programs to accomplish this. I don’t think I did too badly and am just lucky I didn’t talk more during the podcast. If you listen to the very end you can hear an unedited clip from the raw audio and it’s pretty much what it sounded like every time I talked. It’s a great discussion, fun to listen to, you can find it at the link below, but before that, here are a few choice quotes:

“I am interested in what they have to say; I don’t want them to comment.” – Ben Abraham

“I have a different attitude to my blog. I want it to be a beautiful place.” -Ben Abraham

“They’re like the people in the peanut galleries back in the 19800s when they had theaters.” – Ian Miles Cheong

“Hang on a minute. Why are you privileging the commenters over the author?” – Ben Abraham

“I’m really glad you have this opinion, but I don’t have it. I don’t share it.” – Ben Abraham

“Because I don’t think the fact that you have an opinion give your opinion value.” – Adrian Forest

“I think you’re misjudging you experience.” – Adrian Forest

“I’ve got a basis in experience and I’d like to think reality.” – Ben Abraham

If that doesn’t make you want to listen to it, I don’t know what will. I didn’t get any good lines in this one. Maybe next time.

Critical Distance Confab: Episode 7 – A Post-Comment World