What Fate Brings

Final Fantasy XV's Chosen Ones

FFXV makes use of a rather classic storytelling trend: that of the chosen one. But as opposed to a game like The Legend of Zelda where you might only have one chosen one, FFXV has two that are diametrically opposed throughout the entire game to a certain point. With that being said, the two chosen ones, Noctis Lucis Caelum and Ardyn Izunia, were handed their chosen one status by the gods of the game’s universe known as the Astrals. Both were given specific roles within the grand scheme of the story and were never really given much choice in the matter. This sort of setup was something that really caught my interest and helped further my love for both of these characters. Continue Reading

Agniq Suaŋŋaktuq and Kisima Inŋitchuŋa (Never Alone)

‘Cause Gaia likes it cold’

Kisima Inŋitchuŋa (Never Alone) is a side-scrolling, cooperative adventure-puzzle game set in the Iñupiaq landscape amidst a blizzard. Players are placed into the northern setting as a young girl, Nuna, and an arctic fox. The duo embark on an adventure to solve the mystery of the destruction of Nuna’s village. The design of the game, as well as how players interact with it, demonstrates a fundamentally different understanding of, and relationship to, the natural world than most mainstream AAA games. The land is both a challenge to overcome, as well as a support system. Blizzard winds hinder movement, but they can also aid the characters cross large chasms. Bears may try to eat Nuna, but her trusty arctic fox companion helps players solve puzzles. Continue Reading

Memory Trading

A Singularity of Self

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

Book Review

8th International Conference on Interactive Digital Storytelling

The word “Interactive” is a much abused and rarely defined buzzword. Espen Aarseth notes this in his 1996 book Cybertext where he observes how the word “Interactive” is more of a marketing term with little academic depth, a slogan that brings to mind “computer screens, user freedom, and personalized media, while denoting nothing”.1 More recently, Miguel Sicart in Against Procedurality has criticised a trend within game studies to unduly fetishize the digital and structural aspect of games. 2 Nowhere are these trends more apparent than in the recently published conference proceedings of the 8th International Conference on Interactive Digital Storytelling. The term “Interactive Digital Storytelling” is supposed to tie the papers together, but does so with little definitional cohesiveness: signifying branching paths, collaborative fiction, digital spaces, authoring tools and simulation games all at once. This reflects a worrying trend in game studies, a trend which fetishizes the digital while neglecting to explore the theoretical implications of the games that are actually being discussed. Continue Reading