Thoughts on nearby covers

Thoughts on some covers - Alien Trilogy

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One of my most vivid videogame-related childhood memories is this. In July of 1996, my brother, the middle one, had done our mam no favours by asking for a copy of Alien Trilogy for his birthday. Despite the game having launched four months earlier, which in modern terms would have made it a hundred years old by July, nowhere in our area had any copies in stock. By which I mean, none of the three local video rental shops had it in stock, because this was Ireland at a time when the commercial exchange of games was a novel quirk and not a viable business angle.

Packed into the car were we for a rare trip to The Tallaght Square, famous in our minds for reason number one of being the only remotely accessible shopping centre in the greater Dublin area at a time before Blanchardstown and Liffey Valley. Reason number two for its fame was that it was pyramidal, not square, and this for us, pre-internet, constituted a joke whose humour was always worth revisiting.

So it was immediately a bit of a journey just to find this game, and when we did recover a copy in The Square, it felt all the more of a treasure. I’m sure there were other errands on that trip but my memory tells me it was the only thing we came away with. My brothers and I passed the box around for the long drive home, poring over the manual and delighting in anticipation of what the box cover suggested, foreboding the Alien’s imminent pounce. Once at home we put it on and certainly thrilled in the experience, but now I suspect I didn’t enjoy it half as much I did its prelude.

Perhaps it’s because back then we had fewer games and an over-abundance of free time that we would so patiently gorge on a game’s extra material like aesthetes at an art museum. Now, as I have no lack of the former but absolute lack of the latter, I seldom consciously dwell on a game’s cover as intensely as I used to. While I still variably note my appreciation for or dislike of any given box art, I don’t study what I enjoy about it and savour the anticipation or place it in context, beyond exceptional circumstances. I miss that.

So, with my limited vocabulary, I’d like to take a spell to put that sort of mindfulness to a platoon of games stationed at hand beside me, them dust-coated sentries what have kept me company these past years of working and writing. Continue reading →

Two Minute Game Crit - Zone of the Enders 2 and AI

 

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Transcript:

Hi, this is Two Minute Game Crit and I’m Stephen Beirne.

In a recent issue of Five out of Ten Magazine I wrote an article about the idea of technological determinism in Zone of the Enders 2. Technological determinism is the theory that a society’s forward direction is defined by the technologies available to it. Or in other words…

NOHMAN: “Since the dawn of history, Human beings have realised various forms of energy. Civilizations have progressed with them.”

I want to expand on this with regards to artificial intelligence, which crops up in Zone of the Enders through the characters of ADA and Viola.

So as you can see this is a hack and slash action game based around mech combat, and ADA is the AI installed in your mech.

KEN: “ADA, please look after him.”

ADA: “If I have to.”

She’s gas, and even though she’s clearly her own person, at the end of the day she’s still got it in her head to be subservient to humans because of her programming. Despite how some people encourage her, she doesn’t value her own life.

DINGO: “How can you throw away your life for no reason?”

ADA: “I don’t need a reason.”

On the other side of things is the Viola AI, a rabidly destructive machine modelled after the personality of a tenacious soldier named Viola. The AI’s a success insofar as it mimics her combat abilities, but totally fails to capture her essence.

Whereas the original was “immortal” through sheer force of will, the Viola AI replicates this passion for life through deceit – it’s actually just being mass-produced, not resurrected.

Here we have two different degrees of AI, one wholly synthetic, the other amalgamated from some abstract concept of humanity. In practise, the main difference between the two is the Viola AI is in every way a wholly vapid automaton, completely derivative, while ADA is an entirely new type of lifeform.

Viola is a zombie. ADA is a frontier.

Viola’s a T-1000. ADA’s a Tachikoma.

…One more.

Viola’s the Borg, ADA is Mr Data.

Now, unlike Shodan or GLaDOS, Zone of the Enders isn’t interested in framing AI as some harbinger of doom. Instead it’s much more interested in similarities, like the way humankind and AI-kind are equally suffocated by the militarism that results from technological determinism.

People like Viola are made as cogs for this relentless engine, and miraculous creatures like ADA are thought as void of sentience as the soulless Viola AI.

Now, if you’re not convinced that humanity objectifies itself by objectifying AI, just trust me. Because…

DINGO: “You should take time to worry about the meaning of your existence later.”

(Also)

DINGO: “I’ll get rid of it while you’re doing your homework at home.”

 


 

 

Video description: Continue reading →

On the much hated and woefully overlooked Codec radio

On the much hated and woefully overlooked Codec Radio

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In a recent video on Persona 3, I talked about how the dating sim-slash-dungeon crawler uses its menus to overlay a certain optimism towards the glacial crisis that was—and still is—complicating the future of Japanese society. This aspect of Persona 3’s menus arises from an assumption I make, and I don’t think it’s too controversial an assumption, about menus existing in games as a mode of introspection.

What do I mean by this?

In an alternate universe I provided a couple of examples to give this interpretation more weight, one example of which was the codec menu in the Metal Gear Solid games. Unlike that marvellous alternate universe, however, time in our universe runs at a rate of one second per second, and to keep the video short and within its scope the example of Metal Gear Solid had to be cut. Instead, I’d like to expand the idea in this article, partly as a complimentary piece to the Persona 3 video, and partly to justify a shabby and safe assumption about videogames that as far as I can tell nobody has contested. Continue reading →

Two Minute Game Crit - Weapon Degradation


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Transcript:

Hi, this is Two Minute Game Crit and I’m Stephen Beirne.

Weapon degradation. Lots of people hate it. This whole business of weapons having a durability stat that you have to monitor in order to stop them from shattering into a billion pieces. And this is considered disruptive. There’s the sense that, when weapon degradation is working it interrupts what videogames are normally for, which is hitting things with other things. And when it’s not working it’s because you’re putting in the busywork to keep the game from annoying you.

This is not universal. There are plenty of games that are remarkable for their use of weapon degradation, like Fallout 3 and Dark Souls and The Last of Us. You can see the trend there that these have narratives which centre on survival, and the world being banjaxed. We can tell when needless busywork or additional stuff contributes to a game on a whole or takes away from it. As always it’s all about what the stuff says in the respective context.

One of the best games with weapon degradation, one of the best games in general, is Vagrant Story, a wonderful, incredible jrgp dungeon crawler Square did between Final Fantasies once upon a time. It’s got this great big cast of characters but the protagonist, a peacekeeper named Ashley Riot, spends most of time alone as he’s a solo operative.

Instead of friends, he has weapons, lots and lots of weapons. Your life is consumed by the introspection of inventory management and stat planning.

For our purposes, look at the two bars on the top left here, DP and PP. DP is Damage Points, which decrease as you wear out the weapon, usual durability stuff. PP is where it gets interesting. These are Phantom Points, and they increase as you use the weapon. The higher both of these bars, the more damage the weapon does. When Damage Points reach zero the weapon becomes kind of a dud, but you can spend a weapon’s Phantom Points to repair its durability.

The narrative of Vagrant Story is all about themes of body and soul, balancing identity and power through self-sacrifice. So Ashley’s weapons are building up a phantom, a ghost, an identity, but the more of a sense of personality they get the greater the risk to their strength. They grow fragile.

This all contributes to the weapon’s other, highly important stats of class and affinity, which also change through use and also build up in each weapon a sense of character. And then you can make your own weapons out of parts and give them their own name to call them by. ‘Wand’ might not be the best example of that though.

So, Vagrant Story. A great example of how to do weapon degradation.

Two Minute Game Crit - The Absence of Is


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Transcript:

Hi this is Two Minute Game Crit, and I’m Stephen Beirne.

What can the act of dying tell us about the afterlife? This is the question underpinning The Absence of Is.

Spoilers, by the way.

You play as one of a team of researchers experimenting with recording the images that fill a mind as it edges towards death. The images come from your colleagues, and them locked in vats in the laboratory. It’s your job to sedate them right to the brink of death so your machines can do their thing.

When you play back the initial footage, it shows a kind of ‘life flashing before your eyes’, highly-symbolic near-death experience story. As the sessions go on, the visions veer farther and farther away from reality and become more abstract and hostile. Objects representing trauma – a door, a monument, a desolate home – recur as motifs and eventually consume each person’s mind.

So they all end up dead but even at that there’s a little trick going on here, because I think this game is actually more cynical than it lets on. It’s much more interested in themes of unknowability than themes of discovery.

Take its use of mechanics – you’ve to flick switches to alternately sedate or revive your teammates. It’s dreadfully cheesy and seems inconsistent with the game’s otherwise sombre tone. Like its just there to introduce the sense of challenge and a failstate.

But when you consider that the game‘s not interested in answering what seems to be the central question and instead leaves everyone else dead and you still no wiser for it until some unrealisable tomorrow, then the possibility of accidentally killing a colleague too early is valuable in highlighting the loss, and your inadequacy, when you hit the inevitable dead end.

It’s a framing device, and sure on a whole, The Absence of Is is framed rather oddly. It’s supposedly based on an unpublished novel of the same name written by one of the developers.

So players who want to look into the game’s underlying message have to pine after this inaccessible, perhaps non-existent source material. It puts them in basically the same place as the research team. Albeit, hopefully, a little bit more alive.