Melted wax oozing from my left arm, I make another feeble swing at Suago-mo. I miss, my waxflab appendage severed from my body by their counter-attack. “Well, that solves the infection,” I think to myself, trying not to panic as oozing wax is replaced with gushing blood. Now, several hours into this character, exploring a historical site that had been brought to my attention within the first moments of gameplay seemed something I was very much capable of by this point. Continue Reading
With the shutdown of massively multiplayer online roleplaying game WildStar (Carbine Studios, 2014), many players are reflecting on the lost potential of the game. The game offered an interesting combat system, unique and playful character design, and most strikingly a deep player housing system. Now past its foreclosure, I want to reflect on the importance of player housing, and other building systems in games, that allow for players to create space and community within game worlds. Few games offer players the opportunity to impact their world in meaningful, creative, and unique ways, often instead having players move through expansive open-worlds or along a set narrative path. Continue Reading
I was ten hours into playing Fallout 76 when it finally happened—a moment I had warily anticipated since I first learned the latest installment in the franchise would be set in West Virginia. My character, the self-styled Shotgun Nurse of the Wasteland, was descending into a coal mine. It was the final step in my character’s training before officially joining the Fire Breathers, a group of post-apocalyptic firefighters headquartered in the crumbling remains of the Charleston Fire Department. All that was left was to activate an emergency beacon located in the sulphurous depths of Belching Betty, the site of a subterranean mine fire that had raged for untold years. Continue Reading
It didn’t matter if you were Human, Awoken or Exo. It didn’t matter if you were male or female. You had been resurrected as a Guardian; humanity’s last hope against the Darkness, and you would do everything in your power to succeed.
And from those first orchestral bars, I had a voice. . . or my character had a voice. And I had a. . . my character had an identity that I as the player created. I tend to get lost in my games. When I’m playing a game I’m not simply a human sitting in a chair with a PlayStation 4 controller watching the pixels of my screen illuminate and change. Continue Reading
While French studio Dontnod is still releasing new episodes of Life is Strange 2 and is teasing a new project, Twin Mirror, they have already developed four games in five years. To me they all bear a common theme which leads the experience: memory and how it defines identity. Let’s see how each game uses these ideas in their themes and gameplay and what it could mean for the studio. Continue Reading
The last time a work of art made me cry was at a local screening of My Neighbour Totoro. It was the first time I’ve ever seen a film that captured what playing pretend as a child felt like, befriending magical creatures that live separately from the world of adulthood.
The credits rolled, and a little girl sitting in front of me asked her mother in amazement, “Mommy, is Totoro real?” and I was a sappy, sobbing mess.
In games, such overwhelming, positive experiences often come from the resolution of an epic story, or completion of a difficult final boss. Think to the moment in which we complete a difficult final boss, with quivering hands and your heart in your throat as you land the final strike. Continue Reading
For me, being trans is a lifelong experience. My childhood and adolescent memories are coated in a thick layer of sadness. Something that was invisible and omnipresent. Because I didn’t have the language to understand myself, and that language was the subject of high scrutiny. Constantly marked with the label of “impolite conversation,” keeping it, seemingly, forever out of reach for a kid like myself. I had to learn to cope with dysphoria without knowing what it was. It was a lot like being trapped in the dark. I can tell when I’ve tripped, hurt myself on a cave wall or stray rock. But I can’t ever see the things that cause that pain. Continue Reading