X-COM: Two Games, One Soul screenshot

X-COM: UFO Defense

Game released: 1994

Developer: MicroProse

Production: Commercial

Platforms: DOS, Windows

Price: $5.00

Get it from: Steam
Yan Zhang's picture

Two legends created by human history have had such unifying vision that any negative review would endanger the reviewer. One is Tupac Shakur; the other is X-COM. For my longevity, Tupac can wait for now while I attempt to explain X-COM’s place in so many “top games” lists, a fact that suggests the game as necessary.

The mostly1fabricated obligatory overview

In the distantly past future of 1999, the Earth is invaded by Aliens. Thus, the E-COM, the Extraterrestrial COMbat Unit, forms as the first common human interest since the microwave. The title soon changes to X-COM because it sounds cooler, but the group’s original purpose holds steadfast: by building bases, intercepting alien aircraft, and researching anti-alien technology, X-COM aims to contain the alien threat and eventually bring the fight back to the enemy.   Read more »

Destructivator: Ramblings screenshot

Destructivator

Game released: 2009

Developer: Pug Fugly Games

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

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 »

Full Throttle: Saved by its Faults? screenshot

Full Throttle

Game released: 1995

Developer: LucasArts

Production: Commercial

Platforms: DOS, Mac OS 9, ScummVM, Windows

Price: Out of print

Get it from: Amazon
Jordan Magnuson's picture

I only review games that I have either just played, or replayed, as I want to make sure that they’re fresh in my head. Looking over the games I’ve played and completed in the last few weeks, the one that won’t leave me alone is, perhaps surprisingly, Full Throttle, which I recently played through with my wife. I considered reviewing the more predictable Blueberry Garden (winner of this year’s Seumas McNally at the Independent Games Festival), but with Beacon and Seiklus still so fresh on the front page, I felt like going in a different direction. I like variety, and it’s my goal with this site to review all manner of games, commercial and independent, old and new. Full Throttle beckons me because it’s different from the stuff I’ve been reviewing of late,[1] because it’s not a game that typically receives critical attention, and because it’s full of memorable characters and settings, which continue to meander through my mind.

The question, though, is how to approach a game like Full Throttle: a game so grounded in an established genre that it makes little, if any, attempt to explore new gameplay ideas? What to do with a game that relies on established mechanics so completely that it seems to seek to legitimize itself entirely through aesthetic, character development, and plot? Some might dismiss such a game out of hand as irrelevant: games haven’t done a whole lot for us in the past twenty years, right? So anything good must come from innovation, pushing the boundaries, doing something different, and new. We’ve played adventure games, and that mode can only be so successful at conveying story, at expressing mood or emotion, at highlighting the unique brilliance of the interactive medium. Case closed.

Or is it? What happens if we forget all that? If we come at a game like Full Throttle with new eyes, intent to take away everything that the game has to offer? Let’s approach this thing from the bottom up. Read more »

Beacon: Better Than an Art Game screenshot

Beacon

Game released: 2009

Developer: Chevy Ray Johnston

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

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 »

Photopia: Not a Mediocre Short Story screenshot

Photopia

Game released: 1998

Developer: Adam Cadre

Production: Independent

Platforms: Glulx, Z-Machine

Price: FREE

Get it from: IFDB
Jordan Magnuson's picture

If you have not played Photopia, you should play it now. You should play it because it is a beautiful work, but if that’s not enough to encourage you, you should play it because it is a very important game, and it is very short. Really, if you’re not interested in taking an hour out of your day to play one of the most significant pieces of interactive fiction of the last twenty years, then you probably won’t be interested in what I have to say anyway. All games should be experienced before they are analyzed, but some games absolutely need to be, or they cannot be analyzed at all. Photopia is one such game.

If you have not played interactive fiction before, or if you have tried and given up, then this is a perfect chance to bite the bullet and finish a piece of IF. Because Photopia is not only short, but also very easy to play. If you shy away from IF because you don’t have the patience to read, then Photopia is made for you in its brevity; if you like to read, but shy away from IF because you don’t have the patience to learn a confusing syntax and interface, then Photopia is made for you in its simplicity and linearity. “Talk to” everyone you can, use “who am I?” and if you don’t know what else to do, try “wait”-ing a few times, or just keep walking north. I promise you, you’ll finish the game in no time. Just try not to rush through it so fast that you don’t enjoy those moments that should make you say “ah.” Read more »

Seiklus: The Wonder of the New screenshot

Seiklus

Game released: 2003

Developer: Clysm

Production: Independent

Platforms: Windows

Price: FREE

Get it from: TIGdb
Jordan Magnuson's picture

Steve Gaynor recently posted a very good article on his blog about play, and the purpose of games. I am tempted to quote the whole thing, but I will just pull out this piece:

As we dig into a new gameworld and begin to fill its boundaries with our understanding, we relive the experiences of youthful play. We explore unknown spaces as we did the woods behind our houses, or the vacant lots at the far ends of our neighborhoods. We hunt in hidden corners for treasures, and collect them in our pockets.

In a lot of ways, this paragraph could have been written specifically about Seiklus. In fact, Gaynor’s whole article could have been written specifically about Seiklus, because what Gaynor wants video games to do is exactly what Seiklus wants to do: “offer us fresh worlds from which to derive the reinvigorating, electrifying wonder of the new.” Read more »

Academic Paper Revisited, Episode 1: Attack of That Darned Question! screenshot
Jordan Magnuson's picture

A paper I wrote in 2005 for an undergraduate Aesthetics class, in which I examine that clichéd question: can video games be art? The question is addressed here specifically in the context of art history and art theory. To that end I briefly analyze video games from the perspectives of mimetic theory, formalism, art as play, deconstructionism, art as political platform, the Artworld theory, and the theory of aesthetic experience. The style is necessarily academic, and I hope that my reader will not hold that against me.

It is perhaps obvious, but should be noted that my views have changed somewhat in the four years that have passed since I wrote this. I still think it serves as a decent launching point from which to think about games and art, however, especially in the broader context of art theory. And that is why I have bothered to transpose it.

The paper begins thusly:

It’s 2:00 A.M. Saturday morning, January 29th, 2005. Artist/Entrepreneur/Game Designer Derek Yu sits on the floor of his San Francisco apartment with a paintbrush in one hand and a joystick in the other; I’m halfway across the country conducting an interview via Microsoft Messenger. “Why make games?” echoes Derek, “Because to make a game is to create a world. More so than a book, a painting, or a movie, a game is something where the creator has complete control over the rules. And for a creative person, you can’t ask for a better opportunity.”

It’s 2:00 A.M. and my senses are starting to fade—did someone just compare making video games to painting and writing? I have to go to bed.

Ten hours of blissful sleep later and the interview feels like a dream: video games are video games, art is art, and that is that—all is right with the world. For two weeks. At which time an innocent friend tells me about Sanitarium, a “serious” computer adventure game that I just have to play. The game engages me, frightens me, and leaves me in emotional tatters—at which point I recall Derek’s words. Could this game be art? Surely not, but perhaps I should look into the possibility—just in case.

And now my world comes crashing down. Upon “looking into it” I find that far from being alone, Derek is only one of many people who seem to be on a veritable crusade to validate video games as art objects. I find websites dedicated to game art, museums featuring “art games,” and academic papers discussing video game aesthetics… what in the world is going on? Read more »

Canabalt: A One Button Miracle screenshot

Canabalt

Game released: 2009

Developer: Adam Atomic

Production: Independent

Platforms: Browser, iPhone

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

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 »

Living Adventure: Spelunky vs. Fate of Atlantis screenshot
Jordan Magnuson's picture

Indiana Jones and the Fate of Atlantis

Game released: 1992

Developer: LucasArts

Production: Commercial

Platforms: DOS, Mac OS 9, Wii, Windows

Price: $5.00

Get it from: Steam

Spelunky

Game released: 2009

Developer: Derek Yu

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Official Website

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-encrusted 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 (you can download the game for $5 from Steam now, which is great), 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. Read more »

Shadow of the Colossus: It's a Poem  screenshot

Shadow of the Colossus

Game released: 2005

Developer: Team Ico

Production: Commercial

Platforms: PlayStation 2

Price: $19.00

Get it from: Amazon
Jordan Magnuson's picture

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 »

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