This game was reviewed in conjunction with A Boy and His Blob. To see the comparative review click here.
dexterity-driven
Lucidity
Game released: 2009
Developer: LucasArts Workshop
Production: Commercial
Platforms: Windows
Price: $10.00
- Comments
Call of Duty: Modern Warfare 2
Game released: 2009
Developer: Infinity Ward
Production: Commercial
Platforms: PlayStation 3, Windows, XBox 360
Price: $60.00
Infinity Ward’s Modern Warfare 2 has stirred drama in the gaming community and media alike with a scene which presents the player with a choice to slaughter hundreds of innocent civilians while undercover in a Russian false-flag terrorist group. The scene is a powerful reminder of what gaming can do, and what it should do, as it grows into more mature shoes.
Let’s pretend you have invited me over to your house to, say, participate in a heated competition of table tennis. And let’s say, in the heat of a losing streak I yelled out a threat against your life. You’d probably laugh it off as an idle threat and make the next serve. However, if I continued to follow up that threat with an intricate description of how I was going to kill you, describing morbid details, where I would hide the body and how I’d get away with it, you might begin to find it less funny. If I started including your family in such descriptions, meticulously explaining how I would kill them all one night in their sleep, drag their bodies into a rented pickup truck, then drive it to the woods and burn the bodies with the lighter fluid in my garage then dissolve the remains with lime, you might nervously smirk and start thinking about asking me to leave your house. Even further, if I began to sketch out elaborate plans about killing you, planning the best possible routes to invade your home without being detected, and describing with what weapons and in what manner I would kill you, you might begin to actually fear for your life. If I showed anyone these plans the authorities would probably be notified, and most likely, I’d be arrested for what looked like planning a murder.
Where in that story did that stop being fun and start becoming a criminal activity? Was it when I first threatened you? No, it would be when I had gone beyond an idle threat and began defining the details of its execution. Creating an increasingly believable narration of a murder would probably begin to make you believe that I might actually do it. However, if I had done all this under the guise of being a writer, published the book, and started a controversy fit for Fox news—most likely no one would be arrested. Thus we have an interesting conundrum. Detailing the plot of gruesome and/or criminal activity in private is a crime, where as publishing these detailed arrangements to the public could be, if properly contextualized, art. Read more »
Destructivator
Game released: 2009
Developer: Pug Fugly Games
Production: Independent
Platforms: Windows
Price: FREE
I recently found myself sitting in the Frankfurt airport, twiddling my thumbs, waiting for a miniature plane to take me to Slovenia to visit my parents-in-law. My one-year teaching contract in Korea has expired, and my wife and I have a two-week break before next year’s contract kicks in, ergo the trip. I’m typing this from the comfort of my parents-in-law’s home in Ljubljana, having already been here a week, relaxing and taking in the sites, but my story takes place in the Frankfurt airport… twiddling thumbs. So I’m sitting there feeling very sorry for myself—being six-foot-seven, and all, and already having had to endure eleven hours of economy class torture—mind wandering, cold blue lights slowly sucking the life from my bones.
With no direct imperative from my mind, my hand slips into my backpack and finds my laptop; out it comes. Zip zip, open click, the hum of fans, the Windows chime. I am reminded of another mind-numbing airport wait from several months ago—one that felt like death, in my state of depression at the time—and suddenly I know what I must do: the same thing I did then: Destructivate.
Alt-Space for Launchy, and I type the title in; nothing; the launcher must be acting up. Start menu then; searching.
But the place where Destructivator should be is blank, is not there at all. I remember a hard drive formatting… of course. And suddenly I’m almost depressed again, because I realize that Destructivator is not simply the game I played last time I was numb, waiting at a gate. Rather, it is the game that I must play at every airport gate, always. Like the airport, the world of Destructivator is cold blue steel; humanity’s ability to control the elements, inverted; modernism at its peak, above its peak, below its peak; Kurtz; despair. Read more »
Beacon
Game released: 2009
Developer: Chevy Ray Johnston
Production: Independent
Platforms: Windows
Price: FREE
Can one person make a game that is qualitatively better than many triple-A titles? How about if that person has forty-eight hours to do it in? How about if we force them to make this game around a certain theme, and we don’t give them that theme until just before they start work? And for good measure, let’s say they can’t use a single premade resource: no bringing in code, or graphics, or sounds of any kind. Sound impossible already?
Many of you may know about LD, and you see where I’m going with this. For the rest of you, there’s a game creation contest out there that has all the restrictions I’ve cited above. It’s called Ludum Dare, and it takes place every three to four months, with the last iteration (#15) having happened a few weeks ago. For Ludum Dare 15 the theme was “caverns,” and one man, Chevy Ray Johnston, won the contest with a game called Beacon, a game so nice it makes me giddy to play. Read more »
Canabalt
Game released: 2009
Developer: Adam Atomic
Production: Independent
Price: FREE
Canabalt is pure genius, and possibly the best Flash game I’ve ever had the pleasure to enjoy. It is a true single button game, in that you use a single button to play, period: there are a lot of “arrow keys + one button” games out there, but this isn’t one of them. You control a protagonist in an urban dystopia who is attempting to make “a daring escape.” From what we are not told, but if you observe the backdrop closely you can make an educated guess or two. The running happens without your input: all you need do is press “x” to jump from one building to another: offices to rooftop, rooftop to crane.
This game is a beautiful thing to watch, and my single complaint for its designers is the lack of a recording/replay option. The first thing you’ll notice here is the atmosphere: with a few shades of gray and some delicate pixel work Adam Atomic and Danny B have created the Blade Runner of Flash games. Academia has conditioned me to feel dirty for comparing a canon film to something made in Flash, but I’m not going to back down: considering its scope, context, and medium, Canabalt does what Blade Runner did for its own context and medium. It is a stark, atmospheric, posthuman platformer. Read more »
Spelunky
Game released: 2009
Developer: Derek Yu
Production: Independent
Platforms: Windows
Price: FREE
Who doesn’t dream of donning a fedora and leather jacket, grabbing a 10-foot, 12-plait bullwhip, and diving into the nearest cave in search of treasure, danger, and adventure? Who doesn’t want to look like an Average Joe on the outside, but secretly be a professor of archeology on the inside, and even more secretly be a globetrotting daredevil?
There are a bunch of games out there that let you do the whip-wielding archeologist thing, but most of them aren’t that great. Two very good ones though, are Indiana Jones and the Fate of Atlantis, released by LucasArts in 1992, and Spelunky, released by Derek Yu seventeen years later (that’s 2009, for the mathematically challenged).
The fascinating thing about these two games is that they are quite similar in terms of theme and mood: both do a fantastic job of imparting that sense of earth-incrusted derring-do – both make me feel like an armchair Indiana Jones—and yet the mechanics that make the games tick are very, very different. Fate of Atlantis is a classic point-and-click adventure game, filled with puzzles and featuring a well-developed but mostly linear plot; Spelunky, by contrast, is a an action-platformer-roguelike with procedural level generation, whose player-created story arcs are less defined, and never go the same way twice.
As I recently finished playing through Fate of Atlantis for the second time, after fourteen years away, I was struck that these games, with their similar themes yet different mechanics, present a great opportunity to compare and contrast two breeds of interactive experience… [This game was reviewed in conjunction with Indiana Jones and the Fate of Atlantis. To see the full comparative review click here.]
Shadow of the Colossus
Game released: 2005
Developer: Team Ico
Production: Commercial
Platforms: PlayStation 2
Price: $19.00
My life is flashing before me, and I wonder if I will get down from here alive. “Here” being the back of this behemoth of all ancient beasts, this blue whale monster of the air. Like an elephant senses a fly it has become aware of my presence, and it is writhing to shake me lose: I am an inconvenience, a tickle, an insect that it would rather be free of. And so I cling to my life by the hairs of its back, and pray for the strength to hold on. The world spins around me, and I wonder at my power, and my weakness: the fact that I have in my hands the means to end this creature for all time—though it does not know—and the fact that, if it does not stop spinning, my body will be crushed against a desert rock within the space of three seconds. I wonder what has become of Agro. Dear friend; she will miss me.
Such moments as these are not uncommon while playing Shadow of the Colossus, a game released in 2005 by the same people who made Ico. And what I mean when I say this is not that such moments in their factuality are not uncommon—not that you often die, or often fight large creatures—but that such moments of epic poetry are not uncommon. Shadow of the Colossus, more than any game I’ve ever played, brought me close to Tolkien and Beowulf and Sagas of Icelanders: the game is a setting, a feeling, a long waterfall of tumbling verse. Read more »
Seven Minutes
Game released: 2009
Developer: Virtanen Games
Production: Independent
Platforms: Windows
Price: FREE
Seven Minutes is a very short existential platformer. Part of the goodness of the game comes from not knowing anything about it before you play, so if you haven’t tried it yet I’d recommend downloading it first, and reading this review after; the game, true to its title, will take you exactly seven minutes to play.
All games are metaphorical to some extent, but Seven Minutes is blatantly so, representing you, who are specifically said to be human, as a small black square (with eyes) on the screen. This square presumably represents your mind or spirit, during your last seven minutes of life. You touch a flame against the warnings of what appears to be a higher spiritual being represented in the form of a talking head, and you then have seven minutes to explore the game world however you choose; a world which is not generally as it appears. The talking head follows you throughout, telling you constantly to turn back. Read more »
When Pigs Fly
Game released: 2009
Developer: Anna Anthropy
Production: Independent
Platforms: Browser
Price: FREE
When Pigs Fly is a devilishly hard little flash platformer of 50 screens. A poor little pink pig has fallen into a cavern while on her morning stroll, and to escape she “wills herself to grow a pair of big, feathery wings.” But can she learn to fly? That’s where you come in: the wings are fragile, and the barest graze of a stalactite can mean disaster.
WPF is a perfect example of a game that is more than the sum of its parts. It has a charm and likeability factor that just can’t be explained by analyzing the individual pieces that make it up. Ultimately, it is the handcrafted nature of the thing that won it over to my heart: the graphics aren’t stunning, but they are beautifully hand-rendered in retro style; the sound and music have a similar appeal, and you can feel Anthropy’s thoughtful hand on the levels. Perhaps the most amazing thing about the game is that overall it is a joyous experience, despite the fact that it is wretchedly hard! Games 100 times the scope of this little beauty could learn a lot from it.