The words burst through the confetti, and then my Persona 4 characters received a health and SP boost. For a second, I felt a sense of community, I was reminded of a collective struggle that all Persona 4 players experience—a struggle that we don't have to bear alone.
I smiled the first time I used the mechanic, where you send out an SOS signal that other people on the PlayStation Network can respond to. Having someone answer the call is heartwarming because it fits with the theme of the game: rely on others as a source of power! Friendship forever!
But mostly I felt awe as I considered the clever ways video games try to bring us together; the ways that a game can make me forget, however briefly, that I might be sitting alone in a dark room. It's an amazing thing for media to accomplish, no?
I see things like this everywhere in games. Things that keep us connecting with each other, bonding, and happy to see each other. The most obvious example is of course multiplayer—competing against other people, or cooperating with them to achieve something.
Sometimes multiplayer has creative implementations: games like Hybrid, DUST 514, and MAG have ongoing conflicts that players can influence with each individual battle. Brink, despite its shortcomings, was intriguing in how it tried to fuse single player, co-op and multiplayer with an overarching narrative. What these games have in common is that they encourage camaraderie around factions in games, and where you're a part of something bigger. That's inspiring.
While we'd be hard pressed to find franchises that don't try to include competitive multiplayer nowadays, it's not the only way developers enable connectivity. Dark Souls, for instance, allows players to leave messages for one another that might help you out somehow, or perhaps will try to trick you. The implication here is the polar opposite of Persona 4's: the world is so harsh that even other players might be part of your strife (though Dark Souls players assure me it's nothing malicious.) Then there's more social-networky ideas, like the curious Miiverse—which allows you to form communities around games where you can talk with others and share art drawn on the Wii U's tablet. It's constructive and friendly. I imagine that Nintendo's iron fist will keep it that way.
These are all examples of ways that games enrich our games by connecting us to one another—and that delights me. Where most people groan that multiplayer or social elements are being added to a franchise, I become excited at the idea that a developer might be trying something new. Who would have thought that Persona 4 would be better by bringing actual people into the mix? I think fans would have pushed back on the idea, even though it turned out to be a neat mechanic.
But where I see fertile ground for fascinating concepts, others see a deterioration of The Way Things Used To Be. Or more alarmingly, how video games enable us to stay connected—but stay alone.
I'm talking about the modern (supposed) issue of isolation—the reality where we hang out with people but remain glued to our phones, where we talk to people all day long without uttering a single word, where we endlessly seek validation from strangers on the internet. A reality where at best we are social but not present, and at worst use our friends as a means of attaining a better farm in Farmville 2. The prime suspects: computers, cell phones and video games. Technology, really.
What we lost along the way, video game wise, can be traced back to the days of arcades. A place where you stood shoulder to shoulder to an opponent, and the hype of a crowd amassed behind you. While that community stays alive and passionate, particularly through the avid consumption of fighting games, anyone can see that most arcades are a shadow of their former selves.
Though the decline of the arcade happened due to a variety of factors, one of the most readily apparent ones is the proliferation of home consoles. Playing games socially became more intimate, relegated to the couch—but still largely necessitating someone's physical presence. This, too, is slowly becoming less popular as some games refuse to include local multiplayer altogether.
I recall listening to a panel at Indiecade this summer where Hokra creator Ramiro Corbetta identified Hokra as a much-needed hark back to the times when games "brought people together in a common space", and everyone "[got] drunk and [hugged] each other," ultimately bemoaning how this romantic ideal had been forgotten in the wake of modern multiplayer games that don't bring us together in the same ways.
My impression is that many people feel similarly to Ramiro—not to pick on him though, because it's not like he's being inflammatory or anything. The concerns are reasonable, to a degree. Looking at them on a more general level, they comply with the fears that we're forgetting what it's like to connect with one another like we used to. When I look at things like Johann Sebastian Joust, or heck, Sportsfriends, it's clear to me that we're reaching back to something we had more of in the past.
Personally, I don't have attachment to these types of experiences, though I can recognize their appeal and what we phase out when we are more likely to buy Call of Duty over an indie game that focuses on local co-op/multiplayer play. For me arcades never existed as bustling spaces. And as much as I loved, say, playing Smash Bros with my college dormmates, sharing a couch with a house full of people is as equally joyful as it is annoying.
That's part of the charm though—what most of current multiplayer strips away is what the technology and software which mitigates our lives strip away. No longer must we continually deal with the messy, tiresome aspects of having a flesh-and-blood, in-your-face person that you have to actually pay attention to. More: that you have to be mindful of.
These messy elements can be useful though. Board games for example take advantage of the nuanced interactions that come with having a person in front of you—and things that video games are only starting to play with, if at all.
I also recognize that the ways games make us engage with each other raises important questions about what it means to be social, and that these ideas might be changing. I'm fascinated in this way about the wider ecology in which games participate and perhaps affect or enable the way we behave.
But I also recognize these concerns about technology with the caveats that they come with, I recognize threatened nostalgia, and how this evokes fear-mongering about what society is becoming. You've heard, right? We're reading less, we can't pay attention, familial units are being destroyed, and we don't talk—really talk—to each other. On and on.
Today I read an article that literally contained the sentence "There are four clear threats to the modern family and possibly civilization at large; cell phones, video games, the internet, and junk food." We're not only forgetting what makes us an engaged citizen of society, but elements of what make us human. All because these tech toys don't require us to interact with one another in person. Something like that. Supposedly.
It's not difficult to find ‘evidence' of all of this either. I think for example of Robert Putnam's book Bowling Alone, where he argues that traditional social lives are declining and this results in less civic engagement. I think of Nicholas Carr's book The Shallows, where he argues that the internet is changing our brains for the worse.
The idea that all things are deteriorating is seductive, but perhaps misleading. It's also easy to find criticisms of either work, with Putnam ignoring that similar claims were made about radio when that was gaining prominence (according to Wikipedia), and Carr falling into the perpetual trap of claiming that things are becoming worse simply because they're changing.
I mean, you can look at historical records of what people thought about writing, and how it would destroy everything we knew simply because we didn't have to memorize everything anymore. Writing! Where in the world would we be without writing, what would have happened if we listened to the people who thought we should stick to being an oral culture simply because That's How It Should Be?
Funny how things are somehow perpetually getting worse. For like, hundreds of years. Damn technology!!! I wonder how much is overstated about how isolated we're becoming, and I question that there's some sacrosanct element to physically playing games with each other.
It's cliche, but truly: only time can tell who ends up being vindicated in the end. But if history is any indicator, the odds are that we'll gain worthwhile stuff from the ways most games seek to bring us together even if it doesn't work the way it used to. And despite how it might seem that many games only facilitate inferior, hollow bonds, I genuinely believe that we see plenty of experiments that make exploring digital connections desirable.
For all the clamoring about how we're no longer physically playing games with one another, I wonder what the positives are about the way multiplayer and social games manifest themselves.
Are more people engaged with one another now that it only takes an internet connection and not sharp social skills? Are we interacting with one another in more complex or interesting ways? And if not, how can we adapt what we have to capture the nuance that things like board games do; how can we improve? What does being social mean in games, how is it changing? I mean like, beyond the idea that everything is becoming horrible forever.
I think it's just as important to ask what we are gaining as it is to look at what we're losing, though I fear that it's easier to focus on the negatives.
Even so, I'm still grateful that people still believe in the power of the couch, of the arcade, of the board game: these are all valuable things that we shouldn't lose! I just don't think they should be the ultimate ideal, I don't think that the ways games connect us now is inherently worse simply because it's different.
All I can do is appreciate the ways games try to bring us together. They sometimes miss the mark in how they do it, sure, and it's not all like how it used to be, no. Now we have things like guilds and clans and Steam groups instead of (or in conjunction with) arcade acquaintances or friends on a couch. I'm grateful for that.
I don't engage with the people I meet in these digital spaces like I would someone I know in real life. Maybe that's tragic, but then again we can still make close friends if not love interests through these low-bandwidth communication channels. And while most games don't come with the messy elements of dealing with someone in-person, the way they use social elements can still be complicated and interesting—in different ways.
Maybe I'm cynical about what it is that we're leaving behind. But I'm absolutely captivated about where we're going, and how games seek to bring us together—even if it means that yes, I'm still technically sitting in a dark room by myself; alone.
Image source: Wikipedia Commons.
I love open-world games, and I'm always looking for ways to change up how they look and feel, to pull myself into the world more fully. I have a whole involved way of playing GTA IV that involves killing the HUD and pulling in the camera. I love how it draws me into Liberty City. It works partly because the HUD and Minimap aren't around to distract me, and partly because by bringing the camera in closer to Niko's shoulder, I feel more "in" the world, and regard it from something resembling his perspective.
Assassin's Creed games have always been fun to run through—while there are lots of ridiculous and weird things happening in the world to break the illusion, the look and feel of a good Assassin's Creed free-runthrough is a lovely thing.
Assassin's Creed III has tweaked the controls from past games in the series, and while I still think the game doesn't control very well, I did discover a cool way to change your running perspective. Hitting the left trigger brings up the aiming reticle, which when compared to most third-person games feels sluggish and imprecise. But, once you've brought it up, you can actually begin to run around the city or forest, which places the camera much closer to Connor's shoulder and makes free-running feel more up-close, disorienting and exciting.
I've demonstrated this approach in the video above—pardon my PC hitching a couple of times, it gets grumpy when I run FRAPS with a game going at full-resolution.
So, yeah, it's sort of a little thing. Nothing earth-shattering. But it's a fun way to get around, and a nice way to view ACIII's cities and forests from a new angle.
What do the holidays taste like to you? Is it the dark and playful taste of chocolate and peppermint? The warm, inviting sweetness of cinnamon and sugar? Or maybe it's pumpkin spice, a traditional baked favorite that's made a big splash in the snack game lately?
Whatever your answer might be, it's sure as hell not Pringles potato crisps.
The Kellogg Company is looking to change that. They've taken the potato-based snack most likely to be mistaken for a can of tennis balls to a festive new level with three limited edition holiday flavors—Cinnamon & Sugar, Pumpkin Pie Spice and White Chocolate Peppermint.
I have eaten all three. Should you?
I can understand your trepidation. Pringles processed potato hyperbolic paraboloids are a traditionally savory and salty snack. The closest I've come to a sweet Pringle in the past has been a particularly enthusiastic Honey Mustard, and despite my abiding love for that combination, they still seemed a bit off in comparison to the Original variety.
So when I first heard about these holiday flavors, my initial reaction was revulsion. It was only constant badgering of this one guy on Twitter that finally convinced me to give them a try.
The verdict? They are odd.
I'll elaborate more momentarily. First, note how none of the three varieties look much different than your average Pringle. I can imagine nothing more shocking than reaching into a can of plain Pringles and getting a mouthful of chocolate mint flavor. I don't normally condone snack trickery, but in this case you have my blessing. Record the reaction and upload it to YouTube. You'll be a meme-starter.
Now let me take these babies in my mouth, one-by-one.
The greatest feature of the Pumpkin Pie Spice Pringle is the scent. Pop open a can and inhale deeply; it doesn't get any better than that.
It really doesn't. The sweet flavor, vaguely reminiscent of pumpkin pie, teases the tongue with the promise of and holiday-themed favor journey, but falls to the salty crisp flavor as soon as your teeth break the surface. After eating a stack the taste in my mouth is exactly the same had I eaten a stack of normal Pringles.
For the best effect, lick the chips and then set them aside. Or just eat some pumpkin pie.
There are many food items that can be positively augmented via the controlled application of cinnamon and sugar. Baked beans. Cookies. Waffles. Hell, even ham tastes better with a dusting of brown and white. Potatoes do not.
That's not exactly true. Potatoes do taste more cinnamon and sugary with the mix, but the starchy meat of the root vegetable does not compliment the sweetness. Had the Pringles done this with sweet potatoes it would have been perfect. Instead we have a mildly off-putting crisp with that same brief splash of flavor as the Pumpkin Pie Spice.
They should have called this Cinnamon & Sugar & Salt.
The most flavorful of the three varieties, the chocolate and peppermint flavor lingers long after you finish munching. This is because every bite covers your lips and mouth in a thin layer of oil.
Despite looking like Baked Lays, Pringles are a fried potato crisp, dunked in oil with the best of them. Add a little peppermint oil, which is what I have to assume is one of the natural flavors listed in the ingredients, and you've got a noticeably oily snack. I can still feel them on my lips, and not a nostalgic, long-lost lover sort of way.
On the up side, we finally have a holiday flavor that manages to overpower Pringles' signature taste. It's not a very white chocolaty taste—it tastes like cocoa with a little peppermint in it, being sipped out of a mug made from a raw potato.
I'd like to think the Kellogg Company, like so many of us have, got so wrapped up in the holiday spirit that they did something stupid. Some people get drunk and sleep with a co-worker at the office party. Others spend more than they can afford in search on the "perfect gift". New Jersey decorates its entire southern half with hideous inflatable decorations. And Kellogg? Kellogg did this in my mouth.
I forgive you, Kellogg. Merry Christmas.
Hidden Machines are the most useful moves you can teach a Pokemon, but it has to be the right Pokemon. Let's see if Pokemon Rusty can figure it out.
Nope. I don't know why I expected otherwise.
For more sick and twisted video game comedy, follow the link to Dorkly.com.
This Friday marks the 10th Anniversary of Spike TV's Video Game Awards, and it's sure to bring a bevy of exclusive reveals and announcements. One of those goodies will be a new story trailer for Naughty Dog's upcoming title The Last Of Us, which was itself unveiled at last year's festivities.
Will it be a very violent and relentlessly grim look at the fungal post-apocalyptic world that heroes Joel and Ellie live in? Judging by this brief teaser, all signs point to yes. The Spike VGAs are this Friday night at 9PM EST, and we'll have full coverage of the show here.
Things get kind of messed up when you start to think about all the things we kill in video games. Heck, look at how I worded that. Things.
What lives could the enemies in our games have had before we cut them short? Here's a video by Filipe B. Costa that takes a look at the story behind a single goomba that Mario kills defeats. Life, love, war—all that good stuff is included.
Mario. You monster. I had no idea!
Coming December 13 to iOS and Android from BulkyPix and developer int13, AR Defender 2 allows you to play 40 levels of tower defense anywhere you can fit a printed AR marker card.
While we wait for augmented reality to be put to use doing something useful and practical, games like AR Defender 2 will keep the technology alive. Up to four players can team up to take on mechanical enemies as they storm their base, which can be located wherever you feel like sticking a little white card with some black dots printed on it. Outside on the grass, inside on your desk; tattoo the marker on your arm and then try and play with one hand.
All 40 levels of the game can be played outside of AR mode, and it's not a bad little tower defense game on its own. Should be fun until saying "Hey look, I'm playing a game on XXXX" loses its charm.
Artistic interpretations of Nintendo's most popular fantasy swordsman run the gamut from burly and broad-shouldered to effing pissed to utterly horrifying. But these stripped-down paintings by Dave Palumbo represent a more grounded, pulp fantasy take on the Hero of Hyrule.
Palumbo—who's done work for Blizzard, Marvel and Wizards of the Coast—removes the iconic hat and doubles down on finer details like glinting chainmail and tattered boots. The result is a Link who looks like he could have been created by Robert E. Howard instead of Shigeru Miyamoto. This pointy-eared hero? He's not so gentle.
Dave Palumbo Paints Beautiful Demons, Bad Deeds and Lots of Link [Comics Alliance]
It's coming up on the end of the year, which means it's time to start looking back. And amid the Kickstarter campaigns and DRM-debates that kept 2012 so interesting, one game keeps coming back up: The brutal Spec Ops: The Line. It was a clever game that despite its hum-drum 3rd person shooter trappings was also a surprisingly successful look inside the mind of a killer, and an at-times subversive critique of the military shooter genre. (Our review here.)
But what would a guy who'd actually served in the military think of it?
Critic Kris Ligman got in touch with a friend of hers, who goes by "R." who had done two tours in Iraq with the Marines to ask him what he thought of the game. Their conversation is pretty good stuff. (It also contains some pretty big spoilers, so be warned. These excerpts still have spoilers, but not the big ones.)
R.: and now I'm dropping white phosphorus on friendlies.
Kris: did you immediately give the order for that?
Kris: I tried holding out
R.: I had a choice?
Kris: technically, but the enemies infinitely respawn, and you have no means to refill ammo
R.: And now I have to walk slowly though the wreckage and wounded from my WP attack. Fanfuckingtastic.
Kris: oh wait till you get to the underpass of the bridge where you bombed that last humvee
R.: And I murdered civilians. FEEL GOOD GAME OF THE CENTURY!
Kris: I know!
I liked when he nitpicked the game's accuracy:
Kris: So, overall, worth the time spent playing? You did guess the twist pretty early on
R.: Even figuring out the twist, yeah, still worth playing.
Kris: All my Twitter friends are dying to know your technical nitpicks
R.: Oh there was a bunch wrong. M16′s are not fully automatic, teams tend to be 4 people, not 3, a sniper would have a spotter, a captain would not be leading a team, and said team would not have a lieutenant in it. .50cal barrels do overheat with a sustained rate of fire, but need to be replaced afterwards. The US Military doesn't use P90′s, or FAMAS, and the shotguns used are Berelli 12 gauge
Kris: I think there was a scene where Lugo served as a spotter while Walker had a sniper rifle. I found that weird seeing as, apparently, Lugo was the team sniper
Kris: I do wonder why they opted for a team of 3 rather than 4
Kris: Apart from making it easier to kill the squaddies off in a timely manner
R.: Oh also, the 33rd seems to have several thousand more people than a battalion would actually have.
Kris: and incredibly well-organized. And fashionable, with all those fedoras.
R.: And the entire premise of a Colonel leading his entire battalion rogue is just wrong.
Kris: that's pretty much where Apocalypse Now goes as well, hah
In the end, does R. think that Spec Ops: The Line was anti-war? "I didn't see anti-war in it," he writes. "I think it was critical in dealing with the psychological stress war inflicts, both on servicemen and civilians. It also gave you some of the perspective of both those in charge and those following. 'Freedom is what you do with whats been done to you.' Loading screen tip I just got. I like it."
The whole conversation is worth giving a a read, and, as sales happen and used prices fall, Spec Ops: The Line is really worth giving a play.
Context-Sensitive Spec Ops [Dire Critic]
The Zynga social game cullings that began with FishVille and Adventure Isle continues this month, as the troubled social gaming giant kills one of the most disappointing sequels of all time.
No one wanted Mafia Wars 2, an action-packed 3D sequel to a wildly-popular and mostly text-based social game. This was because the fans of the original Mafia Wars really enjoyed their little clicking game, and didn't give a damn about town-building or shooting other players in real-time. As of today the game only boasts 280,000 monthly users.
That number will drop significantly on December 30, when Mafia Wars closes up shop. Zynga broke the news in an announcement on the game's app page (via Games.com).
Dear Mafia Wars 2 player,
Thank you very much for supporting Mafia Wars 2 and for being a loyal player! We're sorry to inform you that Mafia Wars 2 on Facebook will be shutting down on December 30, 2012.
Zynga is committed to helping Mafia Wars 2 players find a new place to play. As a thank you for your participation, we would like to offer you a one-time, complimentary bonus package in one of either CastleVille, ChefVille, FarmVille 2, Mafia Wars, or YoVille. You can start the process by clicking the Redeem button in game. Please note that this offer will be valid only until December 30, 2012.
Thank you for your time in Mafia Wars 2. We look forward to seeing you again in other Zynga games.
Sincerely,
The Mafia Wars 2 Team
Sorry, Mafia Wars 2 players. At least you didn't wake up next to a severed horse head.