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 shadow of the colossus. Show all posts
Showing posts with label shadow of the colossus. Show all posts
Thursday, 21 March 2013
Relax, don't do it: pulling the trigger in Spec Ops: The Line
Posted by
John Brindle
There is a line that people like us (i.e. games bloggers) have to cross. It is the line which divides people who like Spec Ops: The Line from people who don’t.
On one side, its lauding as a landmark subversion and the subject of Brendan Keogh’s groundbreaking close reading, Killing is Harmless. On the other, the mocking, the eye-rolling; its indictment by J. Shea as the cake-eating adventures of Captain Obvious, by Michael Clarkson as a “gutless and cowardly critique”, and by Darius Kazemi as “a middling shooter fumbling at meaning.”
And me?
Wednesday, 31 October 2012
The Political Uses of Fear
Posted by
John Brindle
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| Edited screenshot from Lim, by Merritt Kopas |
This post is in response to Blogs of the Round Table. Trigger warning for street harassment, passing anxiety, rape culture.
Here in
videogameland we relish fear like children relish Halloween.
Actually, we relish Halloween like children relish Halloween.
But our uses of fear are essentially escapist, even hedonistic: we
lust after the adrenaline rush of shocks and frights and cathartic
thrills like the psychologist in Psycho who has a little too much fun delivering the denouement. Games
are very good at fear, too, though when we mention this it's usually
just before we note how bad they are at ~*love*~. But that primal,
animal emotion, that evolutionary hangover that cross-wires nuclear
bombs with teeth and claws, is good for more than rollercoasters. It
has political uses. By harnessing fear we can trap even the most
privileged players in the frightening subjectivity of another. The scariest things are not the ghosts and goblins of seasonal kitsch, but the hidden, suppressed suffering our society produces as if it were a machine specifically constructed for that purpose.
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.
Monday, 14 May 2012
Conference Report: GameCamp
Posted by
John Brindle
At a lecture given to the RSA, Everything Bad Is Good For You author Steven Johnson asked: “Where do good ideas come from?” In five minutes he outlined a theory that the most fertile environment for ideas is one where they can meet, bounce off each other and joyfully breed – where half-formed hunches can combine through conversation to emerge as beautiful butterflies. That’s why the coffee houses were the intellectual centre of 18th century London - and it's also why GameCamp is a good idea.
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