For my New Statesman article on political games, and following on from my interview with Merritt Kopas, I spoke to Richard Hofmeier about Cart Life, a "retail simulation for Windows." I had heard a lot about Cart Life and it had been gazing accusingly at me from the top of my 'must play' file for months, so I plunged in as quick as I could.
As it turned out, Hofmeier (@RichardHofmeier on Twitter) was a regular reader, and as interested in hearing my thoughts about the game as I was in hearing his. As such, this interview takes a slightly different form: it's more of a conversation. I abandon the normal journalistic practice of not blabbering on about your own half-formed ideas, and proceed to blabber on about my half-formed ideas. This is the full text of our conversation.
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 realism. Show all posts
Showing posts with label realism. Show all posts
Saturday, 2 March 2013
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.
Friday, 6 July 2012
From Cyberspace to Composite: Two Fantasies of Hacking
Posted by
John Brindle
Once upon a time, in the early years of the internet, nobody knew you were a dog.
In those days, nobody knew that I wasn’t really a 21-year-old graphic designer from Britain either. Every night, in the witching hour, I would sneak down to my father’s study, furtively unlock the door, and spend all night flirting on IRC with well-built Australian women. Tom Brindle had left the key in the lock once after losing a particularly savage drinking contest to our mother, and I cycled the three miles into town to get a copy cut. From then on, it didn’t matter who ‘sat’ on my ‘lap’ or what weird shit I wanked to, because it happened in a place as placeless and secret as Narnia.
Watching the trailer for Ubisoft’s forthcoming Watch Dogs reminded me of those nights because I feel sure they couldn’t have come from the same planet. Ubi’s game belongs to the world of Foursquare, Girls Around Me, and geotagged Twitter posts, where I can sit on a train and watch my best friend’s kid nephew’s tween Twitter spats. But I didn’t get social networking until I was 18 and didn’t ‘get’ it for another year after that. My adventures took place in the world of another hacking game: Introversion’s 2001 classic Uplink. Existing more than a decade apart, these games represent two very different fantasies of what role technology plays in our lives.
Saturday, 3 March 2012
Sneaking on the D-Pad: Why Metal Gear Solid benefits from being like Pac-Man
Posted by
Bunbury Brindle
1998. That’s fourteen years ago now - more if you’re a citizen of the future. I remember fondly the time I spent as a youngster; enjoying 90s action films when I was too young to realise they were genuinely crap, watching children’s cartoons when I was too young to realise they were genuinely brilliant and wondering why my penis felt all tingly and nice when I hugged a pillow between my legs and thought of Kate Winslet. They were simpler times, really – videogames being no exception.
Sunday, 18 September 2011
A Family Game
Posted by
John Brindle
If I were called to remember Left 4 Dead by one defining image, I would think, oddly enough, of red doors. The front door to the Brindle household was painted red, but in L4D each red door leads to a safe place. Every red door, in fact – every identical red door – has the same reliable function. Amidst a ruined and shadowy world, these doors are bright reminders that the game’s authentically grim tone and its touches of mechanical realism are employed only and fully to the extent that they bring players together as a unit.
By the time Left 4 Dead was released, our own family was scattered across the world. Most of us had no more desire to get back in touch with each other than the British MoD does with their old pal Gaddafi – but this was also the period in which I began to re-establish contact with my brother Jimmy. Most of our catching-up took place in the haunted woods and ruined estates of L4D’s campaigns. Sometimes we invited other Brindles, and we were able to put away our quarrels for a while in subordination to the goals of the game.
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