Friday, May 31, 2013

Let's Spend $100 on Kickstarter! (Part II)

Earlier this month, I decided that if I wanted to keep calling myself a "fan of indie games", it was finally time to join the cause and throw some money down on Kickstarter. Of the 100 bucks I promised to cough up, half went to the four projects I talked about in my last post. In case you're curious how they're doing, two got funded (Stonehearth and A.N.N.E), one is looking fairly troubled with about $40K and six days left to go (Clandestine: Anomaly) and one was outright cancelled (Ray's the Dead), though it sounds like the campaign was terminated because the devs struck a deal with a publisher.

But enough about the past... I've still got a crisp General Grant in my pocket, which left unoccupied is liable to be spent on exotic skin creams to deal with these terrible crows' feet I'm developing. (I'm kidding, of course—there's really no practical way to use paper money to buy anything on the World Wide Web.)

Anyway, here are the rest of the games I chose to fund...

Tuesday, May 21, 2013

Let's Spend $100 on Kickstarter! (Part I)

I'm sure nearly all of you have heard of the crowd-funding site Kickstarter, but since my grandmother reads this blog, please bear with me for a moment.

Dear G-Dawg: (yes, we actually call my grandmother "G-Dawg")

Kickstarter is an amazing website where individuals can directly fund an exciting new idea, instead of sitting around on their asses hoping someday a corporation or some mad billionaire decides it will be profitable enough. Think of it as a way of distributing a small amount of risk to a bunch of people, which means that there's actually still a way to create something in this shitty economy, even without the intervention of venture capitalists or big-market producers. It's not perfect, but it's a hell of a lot better than pining for a sequel to your favorite cult classic that never ends up getting made.

Also, sorry I never call. Love, Your Grandson.


Unfortunately, despite Kickstarter's massive potential for nurturing innovation, for the most part I've been too lazy, cheap, or cowardly to fund any projects. (I did fund the Double Fine Adventure—recently announced as "Broken Age"—though one could hardly consider that a bold business venture.) Today, I finally decided to man up, vowing to find $100 of worthy video game projects to fund. Here's what I came up with.

Tuesday, April 30, 2013

Aftermath, Part II

Earlier this month, we celebrated what turned out to be the most tragic Patriot's Day in the history of the Commonwealth (except for, perhaps, the the original one). Then, eleven days ago, my quiet street here in Watertown was transformed into the closest thing I'd ever experienced to a war zone. By this past weekend, the last of the reporters had finally left my neighborhood, leaving me only a lawn full of cigarette butts and a faint, lingering aroma of broken dreams to remember them by.

Today, thanks to my wholly anemic capacity for emotional memory, I can barely remember what it felt like to huddle with my children on the floor of my own home, while about 100 feet away scores of police opened fire on violent mass murderer. So, before I can forget anything else, I thought it would be a good opportunity to have one more discussion about these events, with the intent of returning thereafter to the serious business of playing and writing about video games.

Saturday, April 20, 2013

Manhunt for the Boston Marathon Bomber: What to Do When You Suddenly Find Yourself in an Action Movie

When two bombs exploded at the Boston Marathon on Monday—killing 3 people and severely injuring more than 100 others—my first thought was a fairly obvious one: "Wow... that could have been us." We've been down to watch the Marathon many times, and it was simply a matter of chance that instead of navigating the crowds in Copley Square, we had chosen to spend this Patriot's Day kicking around at home in Watertown. Had circumstances been just a little bit different, it could easily have been my family and I caught in that blast.

Except, I don't think deep down I really believed that. Even though a major terrorist attack had just happened in my city, my family and friends all turned out to be okay, and somehow I wasn't surprised. After all, I'm the main character in this story, and in my experience these sorts of things happen to other people.

I'm not sure this kind of narcissistic detachment from reality is particularly healthy, but I bet it's not all that atypical either, and I'm sure the massive amount of time I've spent playing video games in my lifetime has been a factor. Like television and movies, games reinforce our human tendency to distill stories from the randomness and chaos of the universe. We hone our sense of what will and won't happen to a protagonist, which side characters are and aren't expendable, and eventually the whole world appears as a patchwork of overused tropes and predictable plot points.

Just your typical mid-day armored surveillance.
No big deal.
So inertial was my concept of my own narrative, that when my wife woke me up at 3:00 AM yesterday to tell me that there had been a shootout and explosions here in Watertown, I don't think I was all that concerned. Even when we were informed that we were prisoners in our own homes, even as we drew our shades, locked our doors and windows, and retreated to the second floor of our house, I don't think I felt any real sense of danger. Soon they would catch "Suspect #2", the lockdown would be lifted, and life would return to normal.

Monday, April 1, 2013

Review: BioShock Infinite (Xbox 360)

BioShock Infinite does what the BioShock series does best, weaving a thrilling narrative into a rich and captivating world.
Like any medium for artistic expression, video games can allow us to experience fantastic new worlds that entertain and inspire us. Unlike most other mediums, though, games also allow us to interact with those worlds. This characteristic begets an enormous challenge when creating a video game; while a novel or a film has to create a world that is convincing when experienced through the controlled environment of the page or the screen, a video game has to create one that is convincing when you walk around inside of it and poke things, often in an effort to wreck the joint.

In the pantheon of video games, one title stands above all others in terms of creating a truly fascinating and compelling world: the original BioShock. The undersea city of Rapture is one of the most vivid locations I've ever visited in a game, and while some worlds have been bigger or more detailed or rendered with more polygons, none have ever felt as real. In fact, the place that comes the closest is the floating city of Columbia, the setting of the new BioShock Infinite.