Wednesday, February 4, 2015
Friday, January 30, 2015
The 'Feel' of a Game
Let’s get metaphysical about games.
When
I say that I am not a metaphysical person I mean that I do not believe in some
greater power in the sky that throws down sunbeams and lightning at us, or
occasionally pisses upon us, but I do rather enjoy believing in some immaterial
things – no, I do not believe that the spirits of the dead still inhabit this
world, even if they do I rather doubt someone will have more power dead than
they did alive since I don’t think ‘spontaneous telekinesis’ is something you
attain when you’re worm chowder or ashes or whatever – but I enjoy believing in
there being a metaphysical layer to things and experiences, that indeed there
is a subconscious lurking within every human and that our physical and social
manifestations are but our persona to deal with the world while we have shadows
that hide our own deepest, darkest and strangest desires from us, like a fetish
for women in suits, and I do enjoy believing that our enjoyment of media goes
beyond merely experiencing it.
Tuesday, January 20, 2015
Upping the Ante
It is time.
This
blog is a bit of a volatile thing, prone to explosions of content followed by
aeons of silence. It’s also a fair bit volatile on the quality front, with some
articles being pre-planned and carefully thought out and most articles being
written on the fly using the secret technique of ‘rolling my face on my
keyboard and then pressing F7’.
Friday, January 16, 2015
I just played... Super Metroid
In space, everybody can hear that the last Metroid is
in captivity.
I
could say that I don’t get chills every time I hear Super Metroid’s main theme,
but I could also say that I am the crowned Queen of India. I’d scarcely believe
that a game such as Super Metroid would need much introduction because its
reputation and the internet far precede anything I could say. I could introduce
Hitler to you, but I wouldn’t need to because the world is overly aware of who
and what Hitler was, so unless I had something extraordinary to add, like
‘Hitler reared a squadron of Attack Squirrels’, introductions would be rendered
rather pointless. So yes, Super Metroid, it’s a game and you know you know
about it.
Tuesday, December 23, 2014
Yet another stream-of-consciousness: Introversion
A state of being, but not being too much or near much.
![]() |
| I get to stay home and play games and read books and watch movies guilt free? Sweet! |
If
we are talking in extremes then it is time for us to talk in bubbles. People
exist in bubbles, and these bubbles vary in size and the general volume of
things they encompass. An extrovert’s bubble is a rather large thing,
encompassing quite a bit of space and possibly even encompassing other human
beings within it, making it the extrovert’s state of being, but when the time
comes for the extrovert to take a step back, clear her/his mind or just be
refreshed, he/she will generally step out of the large bubble and go into the
vast nothingness for a breather. An introvert’s bubble is rather small, you
could call it a personal size, generally encompassing little beyond themselves
and their core activities/passions and when the time comes for the introvert to
take a step back, clear her/his mind or just be refreshed, he/she will
generally step out of their personal bubble and go where things are voluminous.
Psychorner: A Slice of Dreariness
An unsavoury saviour.
![]() |
| Makoto Shinkai sure has a way of making dreary scenes look incredible. |
There
are many dreary things in this world, some big and some small. Ones of the
small kind are the kind that get swept under the rug in terms of memorability
and overall personal contentment. Why? Because they’re little things that end
up being ‘a given’ in our minds, deservedly so because having a shower
shouldn’t be something you consider a personal achievement. The bigger dreary
things in life are the things we complain about, things that take up a chunk of
time and effort and are also generally unavoidable, usually coming in the form
of a ‘commitment’ or that contract to harvest the souls of the restless. Look
at your daily life and you will surely find several activities that fall bang
perfectly in this category: a commute, long work hours, compulsory attendance,
cleaning your room/house/cow, wrestling invading bears, wrestling invading
beers, purely tedious work and so on. If there’s something in common in between
the things sequentially mentioned above in a string of words known as a
sentence, it’s that these are all things we generally dislike doing, and what
is another way to say ‘dislike doing’? ‘Dread doing’.
Labels:
artist,
business,
dreariness,
education,
job,
mind,
psych,
psychology,
psychorner,
the mind,
work
Wednesday, November 26, 2014
Let's Breakdown: Half-Life 2 [part 4 - Highway 17]
Vroom Vroom (it’s a car this time)
![]() |
| The main menu continues to keep you drawn in. |
Ah,
Highway 17, my (personal) favourite chapter of the game because of its
atmosphere and general ‘feel’, and that’s not taking into account the more
enjoyable, open gameplay and numerous moments. In a sense it’s the game’s first
chapter in which you are truly isolated, save for brief interactions with other
Resistance members at the start and a little way in, otherwise it’s just you,
your (well, Alyx’s) scout car, the antlions and a whole lot of combine. The
coastline is long, barren and littered with antlion-repelling devices, which
are essentially tall devices that constantly strike the earth, releasing
tremors that repel the antlions. The coastline is also littered with Resistance
bases be they abandoned or taken over, abandoned (or now infested) houses of
citizens who lived along the coast and various temporary Combine bases
Labels:
analysis,
breakdown,
fps,
freeman,
gordon,
half life,
half life 2,
pc,
study,
valve,
volatile seraph,
vseraph
Saturday, November 15, 2014
I just watched... Spirited Away
Strike three, for Miyazaki.
Late Post, originally written a while ago.
What
is with this world and the number three? Why is the number three used as a
number to define, decide and contain so many things? Trilogies are the most
common format, forming a mass equivalent to forty-two blue whales if you try to
somehow calculate the masses of forms of media. What is this fixation with the
number three?
Perhaps
the easiest assumption to make is that it is smallest number with a ‘central’
value, since it is the smallest odd number which lets it form a ‘typical’ arc
of Introduction – Build up – Climax that is usually how so many stories enjoy
progressing, as it is the most basic and the easiest to digest format, and one
that is rather ‘self-serving’ in many ways.
I just played... Shovel Knight
Let’s platform like it’s 1987.
Nostalgia
is an interesting thing and it’s the kind of thing we humans assume a lot of
wrong things about. Is nostalgia a good thing? Is nostalgia a bad thing? Do we
love something old because of the tertiary memories that accompany it? Do we
love something because it harks back to things you truly liked? Do we love
something because it harks back to things that aren’t done anymore? Nostalgia
is a tricky little bugger, one that can often be responsible for the
unnecessary clouding of our judgement and be responsible for the full blown
love or hate for something.
Saturday, November 8, 2014
Let's Breakdown: Half-Life 2 [part 3 - We don't go to Ravenholm]
To go where people don’t go anymore.
We don’t go to Ravenholm
Atmosphere is one of the most important and
one of the most underestimated parts of a game. A great atmosphere can do a LOT
for a game – improve its gameplay, make it more memorable, give it a greater
sense of identity and so on. I’ve spoken about the game’s excellent atmosphere
and Ravenholm shows us one of the game’s other elements, the variety in
atmosphere which is consistent yet changes things up rather often.
Labels:
analysis,
breakdown,
freeman,
gordon,
half life,
half life 2,
hl2,
lambda,
part 3,
pc,
ravenholm,
valve
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