And Cain talked with Abel his brother, saying, let us play a round of Halo: and it came to pass, when Abel was getting a beer, that Cain reversed Abel's controls, and when he returned did slay him.
Showing posts with label control. Show all posts
Showing posts with label control. Show all posts
Saturday, 20 October 2012
Quizzical Play #1: How to Not Play Dishonored
Posted by
John Brindle
This month, everyone except me has been playing Dishonored. I read the blog posts, watch the Let’s Plays, and fantasize about the choices I might make – but right now, £39.99 for a new release is the difference between making rent and borrowing money. At the same time, I can't bear to be left out of the blogging frenzy that's struck up around the game. So how can I write about Dishonored without having played it? Simple: maybe nobody else is playing it either.
Sunday, 15 July 2012
Good Question: The Games of Pippin Barr
Posted by
John Brindle
| Art: Pippin Barr (with permission) |
What do you call an unwinnable game that players can compete to lose the most often? Or a game about our experience of art that simultaneously denies us the chance to experience it and simulates it perfectly? Or a physics platformer in which having complete control of all physics variables – and seemingly utmost power over the game – still leaves you with quite conventional puzzles to solve? You might call them a bit of a joke. You might call them experiments in paradox. You might call them horse shit (which is your prerogative, I suppose). But you might just call them the games of Pippin Barr.
Saturday, 3 December 2011
Automatic Gardens
Posted by
John Brindle
If a game makes me spend hours playing and there’s nobody to make money from it, am I being exploited? Such are the deep and ponderous questions found in the Zen Garden of Plants vs. Zombies. It was my strange fate to become obsessed with this seemingly pointless but actually mysterious time-sink minigame – and to wonder why a game would offer automation as its ultimate reward.
Things start simply. Halfway through the main Adventure mode of PvZ, you’re introduced to the Garden and given a potted plant to grow there. Plop it down and it’ll start popping out coins every thirty seconds. Click on the coin, enjoy the satisfying tinkle of acquisition, wait another thirty seconds, and repeat – for hours, if that’s your idea of fun. It’s like a skinner box, except nobody’s watching and the scientists have hit the pub.
Friday, 11 November 2011
The Assassination of Rockstar by the Coward John Brindle (or, three design failures in Red Dead Redemption)
Posted by
John Brindle
Revenge. It’s an ugly word, but I’m an ugly man. I tried to start a new life of peace and fulfilment – I started playing Red Dead Redemption. But now the work of just one blogger has turned that all to ashes. They say this path never ends anywhere good. Maybe. Maybe not. But I’m damn sure I’m going to end the son of a bitch who spoiled that game for me.
As you can see, I get a bit carried away with the idea of the Wild West. Yet RDR itself leaves me somewhat cold, and the dirty no good rotten spoiler in question – Lee Kelly over at Ambient Challenge – has perceptively summed up the reasons why. The game’s visuals and sound are immaculate; it shimmers (to steal a phrase) with droplets of purest atmosphere, and, for a game, I guess the writing’s okay too. But Redemption is so entangled in the design conventions of the GTA series that its mechanics never live up to its aesthetics. I want to expand Spoiler Kelly’s critique to illuminate three major structural ways in which Redemption fails the challenge of its Wild West setting.
Saturday, 22 October 2011
Groping and Touching
Posted by
John Brindle
Our father, Tom Brindle, was phone hacking before it was cool. 2004’s round of birthdays saw each brother stunned by his uncharacteristic generosity as mobile after swanky mobile was torn free of its wrapping. What we didn’t know then is that Bells’s first words down the wire were a summoning spell*, and that the ghosts of every conversation ever transmitted over the US telephone network still circulate through its byways. With a raft of occult paraphernalia, plus Captain Crunch whistles and several thick volumes of default PIN numbers, our father intercepted our voicemail and browsed our texts. Intelligence gleaned would then appear in a home-printed tabloid newspaper offering such scoops as
WHORE HANGS UP ON JOHN
Stuttering son spurned by phone-line sexpot
SON JOHN: I THINK I MIGHT BE GAY
Black sheep of the family confesses homosexual desires
So you can understand if I am sometimes nervous about phones. That goes double one that’s ‘smart’ (what if it learns to open doors?). But the world drives us whichever way it will and now I am the terrified owner of a not-quite-brand-new HTC Wildfire S. What intrigues me, despite my trepidation, is the leaf the Android developers have taken from the book of videogames (Biblical apocrypha removed in favour of Deuteronomy over fears it would have a bad influence on teenagers).
Saturday, 8 October 2011
Where the Line Leads
Posted by
John Brindle
I need you / I don’t need you / and all of that jiving around
It is in the nature of Brindles to return to the scene of a crime long after everybody else has been allowed the mercy of forgetting. Since a similar impulse is clearly afflicting this blog (Left 4 Dead? The Marriage? In 2011?), let us go stubbornly and grudgingly back to examine a year-old minor furore. Shortly after the release of Call of Duty: Black Ops, a fellow called Bungle put out a video of him playing through the first two levels without firing a shot.
For detractors, Bungle’s video offers the grim spectacle of the linear manshoot genre’s design principles enacted as full-on farce. On Hardened difficulty he is able to stand around like a lemon admiring the idle animations on his gun while AI companions blitz through the enemy before him. He does this from cover, in the open, and in slow motion. He runs through a field of harmless explosions and, as a culmination, sits in the back of a plane twiddling his thumbs over the firing studs of a machinegun as enemies queue up outside to spray blanks at him. As it turns out, he’s been rendered invincible for the sequence. It seems like the player has finally become irrelevant to the proceedings.
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