Posts Tagged ‘video games’
August 29, 2014 | by Michael Thomsen
The vanity of the zombie apocalypse.
There are few things as narcissistic as an apocalypse fantasy. The apocalypse doesn’t mean the end of the world, just the end of humankind, and considering such a fate can lead us into a sentimental peace with the present day. Suddenly, in spite of all its flaws—flaws that might be harder to accept in less dire circumstances—the world seems worth keeping intact. In recent years, zombies have been a catalyst of fictional doom in every conceivable manner, from popular horror and comedy to moral parable and literary send-up. They offer us freedom from death in exchange for our subjective consciousness and social identity. But we’d sooner have death, if it means our egos can be spared for a bit.
The Last of Us, a PlayStation game whose latest version was released last month, is a story about a zombie apocalypse, but it wasn’t supposed to be. Its creative director, Neil Druckmann, said in a 2011 interview that he wanted the game to be more of a love story, one between a middle-aged man and a fourteen-year-old girl. So maybe it’s more accurate to describe The Last of Us as a story about a kind of taboo love that requires a zombie apocalypse to normalize—and, by extension, a story that, through love, gives the fungal zombification of humanity a silver lining. Our species may be on the verge of extinction, but if we’re able to fall in love and learn a little about ourselves along the way, it can’t be all bad. Love is where all educated people go to bury their narcissism. Read More »
August 22, 2014 | by Kevin Nguyen
At the worst possible moment, Battlefield Hardline valorizes police violence.
The Battlefield series, one of the past decade’s most popular video-game franchises, has already given gamers the chance to play as soldiers in World War II, Vietnam, and the Middle East. Now Battlefield Hardline, slated for release early next year, allows players to assume the role of a new kind of soldier: the police officer. A recent preview of the game shows a cop throwing a thief to the ground and cuffing him; the player is given the option to Hold E to Interrogate. The officer yells, “Tell me what you know!” and earns fifty points: Interrogation successful.
To Visceral Games, who developed Battlefield Hardline, the roles of soldiers and cops are so interchangeable that Army camo can simply be “re-skinned” into police uniforms. In light of the killings, riots, fear, and unrest in Ferguson, Missouri, the game raises disquieting questions about the relationship between law enforcement and citizens—in short, it’s a horror to watch.
As a cop in Hardline, you’re tasked with preventing robberies and rescuing hostages, which often means shooting all the criminals until they’re dead. (The gentlest thing you can do is arrest them.) The game also enables players to take the role of the criminals, and perhaps the more troubling aspect of Hardline is that this experience is identical to playing as the police: both “the good guys” and “the bad guys” see the world through crosshairs. The best players shoot first, and shoot from behind. Read More »
August 22, 2014 | by Dan Piepenbring
- At the Morgan Library and in England, Jane Austen miscellanea abounds: recent years have seen the discovery, exhibition, and/or sale of Austen’s turquoise ring, Austen’s nephew’s memoirs (with her handwriting somewhere among the pages), Austen’s teenage notebooks, fragments of her unfinished novel, a stone shield excavated from a house near her birthplace …
- “Once a sci-fi plot conceit, time travel has become among the most popular structural devices in contemporary fiction. Today ‘time machine fiction’ reigns supreme.”
- Before Moby-Dick there was Mocha Dick—not a coffee-chocolate phallus but “a real-life whale … who fought off whalers for decades before being killed by harpoon.” It was a magazine story about Mocha that inspired Melville to write his novel; now, in a new illustrated book, Mocha Dick: The Legend and the Fury, the original whale gets his due.
- The history of nine terms of endearment, including such perennials as sweetheart (1290) and sugar (1930), but also some deep cuts: mopsy (1582), bawcock (1601), and prawn (1895), the last of which ought to come into vogue again any minute now.
- A manual for the first computer game—“The Ferranti Nimrod Digital Computer,” dubbed “Faster than Thought”—has sold for $4,200. The computer was designed specifically to play “a match-stick game called Nim that was played in the French movie L’Année Dernière à Marienbad.”
August 19, 2014 | by Dan Piepenbring
- Catching up with two subjects from a 1964 Garry Winogrand photograph—that one, up there—fifty years later: “I never saw a photographer, or anyone taking our picture. It was not like today, when people are taking pictures every minute. We were just a bunch of girls out having fun. Why would anyone take our picture?”
- Whither the book jacket? “If, for the majority of books, the jacket no longer serves a protective function, it still shields the subcutaneous narrative metaphorically. As we spend more of our reading time in digital, disembodied, notional environments where texts lack differentiation and may easily leach into one another unconstrained, covers (and physical books in general) remain part of an anxious cultural effort to corral and contain the boundless.”
- Humor is dead, subtlety is dead: Facebook is now proposing to append a “satire” tag to any shared article with a comic bent—the equivalent of winking after every joke.
- Sensory deprivation used to be a form of torture; the CIA thought it could help with brainwashing. Now it’s a form of therapy.
- “Escaping into video games is something that people have been doing since video games were first invented … Traditional media cannot provide the amount of hours of entertainment that games can, exercise and sports are limited by physical exhaustion and most other hobbies or activities would be impractical if pursued to the same extent … It could be argued that the last two decades or so through which the video game has risen to prominence have created a boondoggle of incalculable proportions.”
August 1, 2014 | by Dan Piepenbring
- “Whence comes relatability? A hundred years ago, if someone said something was relatable, she meant that it could be told—the Shakespearean sense of relate—or that it could be connected to some other thing. As recently as a decade ago, even as relatable began to accrue its current meaning, the word remained uncommon. The contemporary meaning of relatable—to describe a character or a situation in which an ordinary person might see himself reflected—first was popularized by the television industry … But to reject any work because we feel that it does not reflect us in a shape that we can easily recognize—because it does not exempt us from the active exercise of imagination or the effortful summoning of empathy—is our own failure. It’s a failure that has been dispiritingly sanctioned by the rise of relatable.”
- And for a certain audience, video games are all too relatable. They begin to impinge on reality, an occurrence that scientists call game transfer phenomena: “I used to play [Tetris] for hours every day. When I went to bed I would see falling blocks as I closed my eyes. I often experienced the same thing when waking up … a female video game player [was] suffering from delusions of being persecuted, exhibiting violent behavior and experiencing constant imaginary auditory hallucinations triggered by the music of the Super Mario Brothers video game.”
- How do Hollywood studios create so much prop money for their movies without being detained as counterfeiters? (And why don’t we do the same?)
- MFA vs. NYC = MFA vs. DMV. My personal favorite: the “Widening Gyre” road sign. New drivers always miss those.
- The German film theorist Harun Farocki has died at seventy. His best-known work is probably The Inextinguishable Fire, from 1969: “In the film’s most famous moment, the camera dollies in on Farocki—who has just finished reading a napalm victim’s report out loud—as he puts out his cigarette on his arm, explaining that napalm burns at seven times the temperature.”
June 20, 2014 | by Dan Piepenbring
- An excerpt from Marilynne Robinson’s next novel, Lila.
- Discovered: twenty unpublished poems by Neruda.
- “As video games move from amusements to art, game designers should be increasingly concerned with presenting moral dilemmas in their games … Rather than having choices presented ‘as either/or, good/bad binaries with relatively predictable outcomes,’ games should strive to present ‘no clear narrative-or-system-driven indication as to what choice to make.’”
- The photographer Eilon Paz has released Dust & Grooves: Adventures in Record Collecting, featuring pictures of, yes, record collectors and their daunting collections. Among the specialists: a guy who only collects The White Album; a guy who only collects Sesame Street records; the Guinness World Record holder (no pun intended) for largest collection of colored vinyl.
- “A large swath of the art being made today is being driven by the market, and specifically by not very sophisticated speculator-collectors who prey on their wealthy friends and their friends’ wealthy friends, getting them to buy the same look-alike art … It’s colloquially been called Modest Abstraction, Neo-Modernism, M.F.A. Abstraction, and Crapstraction. (The gendered variants are Chickstraction and Dickstraction.) Rhonda Lieberman gets to the point with ‘Art of the One Percent’ and ‘aestheticized loot.’ I like Dropcloth Abstraction, and especially the term coined by the artist-critic Walter Robinson: Zombie Formalism.”
- Among the World Cup’s rules and regs: sex laws. Some teams are banned from pregame intercourse; others are only barred from certain forms of it. E.g.: “France (you can have sex but not all night), Brazil (you can have sex, but not ‘acrobatic’ sex), Costa Rica (can’t have sex until the second round) and Nigeria (can sleep with wives but not girlfriends).”