Against a Dark Background

Born out of time: 100 years too late, or 1000 years too early

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Bioshock Infinite - Constants and Variables

I have many thoughts, and feelings about Bioshock Infinite, having finished it over 24 hours ago. As I’m late to this analysis party (even though this is the shortest time between release and completion I have ever achieved - normally years pass before I complete a game) many people have expressed these thoughts and feelings already.

I’m a huge Bioshock fan. I loved the first game for the Deco nightmare that was Rapture, despite having the twist spoiled for me, and the weak ending. I loved the much maligned sequel for the emotional pay-off of Eleanor and her emergence. There was even the ‘Minerva’s Den’ DLC that has come the closest of any DLC I’ve played to exceeding the scope of the original.

I have never been so excited for a game release in my life. When the trailer was released, I was amazed. When the ten minutes of gameplay video appeared, it blew me away. I remember gushing over it to a friend - even then I must have been wary, as I worried about how scripted the action would be: “If that’s actual gameplay mechanics, and not a script I will be amazed. If you can play like that it will be the defining work of the artform.”

Sadly it was true - none of the mechanics I’d admired made it into the finished game. However, I still loved it. The visuals are breathtaking, with so much detail crammed in, from the patina and cracks on surfaces, to the advertising and propaganda posters. Columbia is a wonderful city creation, like Rapture, that I feel priviledged to have spent time in. I just wish my time there had been different.

In evaluating how I feel, I have realised that much of the niggling dissatisfaction I felt in some moments, and for much of the last half of the game, stemmed from one thing:

I wished I was playing the game I’d seen in the trailers.

You know, the one with the actual birds flying at you, and the artillery, and the populace that seemed alive, and would engage you in conversation or combat depending on how you acted.

Most especially though, I wanted the Elizabeth I had met in those 10 minutes of gameplay. The terrified (and terrifying) girl, who was so determined to escape her captivity that she would help Booker despite the huge cost to her physical wellbeing. There were shadows of her in the Elizabeth I got (and I really loved the Elizabeth who journeyed with me through Columbia) but I felt she could have been better, and better utilised in the mechanics as well.

There are other issues, mostly with the gameplay. No savegames, and no carryable health? Really? For the first time, the combat was jarring - why was I shooting all these people… It was also too easy. I’m terrible at games, and I managed to complete it on normal without really getting stuck at all. The fact that Booker cannot die obviously helped tremendously.

The oddly hyped ‘1999 Mode’ turned out to be almost exactly everything Ken Levine had said it wasn’t going to be, which in an age of YouTube and ready digital recall of anything you put out as part of the marketing machine, seemed a little odd. It was never a key thing for me, so I don’t feel I can complain too much.

I liked the story, it had things to say, even if it didn’t have as much to say as it thought, and couldn’t quite make up its mind how to say them. Some characters were wasted, like Fink and Fitzroy (I honestly thought Elizabeth would open a tear later on and we’d be back in a reality with a breathing Daisy Fitzroy) and I’d liked to have seen more Songbird (although not fighting him was the correct design decision) but what it lacked in intellectual weight, it more than made up for with emotional impact.

It says something about the emotional bonds that the experience creates, that the greatest impact, for me at least, came from the death of the game’s ‘Big Bad’, an enemy you know almost nothing about (compared to Rapture’s Big Daddies) and have barely interacted with. I’m tearing up now, just thinking about it…

The ending itself was hard for me to take at first - the Booker I was playing was turning into something horrific, making choices I didn’t want him to, and was powerless to alter. Throughout the scene at the font on the airship (which I had to play through three times because of subsequent game crashes on the bridge) all I could think was “No Booker. No.” The following solidification of the timeline, the inevitability of it all, and the utter lack of choice, of agency, became difficult. At the end I was angry, and very sad. Angry at the lack of choice, even though I knew it formed part of the message the game was telling me, and sad for the fate of the characters.

Mostly though, I was sad because I had finished it, sad because it wasn’t the game I had hoped it would be, and sad because I don’t think there will be another Bioshock for me to explore.

It was later, after I had thought on the story, and the game itself, and taken in some of the reviews and commentary I’d been deliberately avoiding, some tearing the game apart as if it was the devil, and others raising it up as the second coming, that I came to terms with what it was, and what it wasn’t.

What it wasn’t was perfect, not by a long stretch, but what it was, was an example of a computer game that had many people discussing not only it as a game, but making deeper explorations of the themes it only skimmed the surface of: American Exceptionalism, racism, class warfare, American history, quantum physics, and above all, agency & choice (or the lack thereof.)

I think that’s a testament to a game that if it didn’t actually achieve true greatness, at least had the temerity to reach for it. I want more of this in my games, and for that if nothing else, I will remember Bioshock Infinite.

Filed under SPOILERS seriously - SPOILERS Bioshock Infinite

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dresdencodak:

Inspired by Anita Sarkeesian’s Video Game Tropes vs Women, I wanted to pitch a Zelda game where Zelda herself was the hero, rescuing a Prince Link. 

Clockwork Empire is set 2,000 years after Twilight Princess, and is not a reboot, but simply another iteration in the Zelda franchise. It just so happens that in this case, Zelda is the protagonist. I’m a very big Zelda fan, and worked hard to draw from key elements in the continuity and mythos.

This concept work is meant to show that Zelda as a game protagonist can be both compelling and true to the franchise, while bringing new and dynamic game elements that go farther than being a simple gender swap.

Hope you like it!

(for more info about this project, check out my FAQ)

Filed under art aaron diaz zelda

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stevensanders:

Symbiosis: Tumblr edition! More art and information there than anywhere else! Go here to spread the word!  (Make with the clicky on the pictures to see more detail and get more information.) 

The art and the idea captured me so completely I backed it immediately. Please go have a look, and if you like it, back it. (This is an entirely selfish ask from me, as I want this to happen!)

Filed under Symbiosis art Steven Sanders kickstarter

38,787 notes

jeflew:

thisurlisunavailable:

In Glasgow there is a statue that is famous for always having a traffic cone on its head

image

And after the Olympics, throughout the UK certain post boxes were being painted gold in honour of the olympians, but in Glasgow someone decided to do this insteadimage

And thus it shall remain. Once, in the early hours of the morning, I saw the Glasgow City Council guys with a ladder, replacing a cone on the statue’s head after someone had stolen it. 

Day made. 

I have fond memories of this statue, and the ever-present traffic cone. It’s outside the Museum of Modern Art, if memory serves…

Filed under Glasgow statue traffic cone

43,622 notes

jovgrey:

devidsketchbook:

MYSTERIOUS TINY ROOMS BY MARC GIAI-MINIET

French artist Marc Giai-Miniet (Born in 1946 in Trappes) makes some of the most incredibly detailed (and disturbing!) dollhouses that we’ve ever seen. Marc started creating these disturbing shadowbox dioramas rather late in his career, recurring themes include libraries, furnaces, laboratories, submarines and intestine-like tubing in lonely, decaying spaces.

screaming

(via jackscoresby)

Filed under odd

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A Year in Books (and Films)

This year, for the first time, I kept a record of the books I read, and the films I watched.
It was very illuminating - I thought I would have read more books than I eventually managed.

Books Read: 20
This only includes ‘new’ books, books that I haven’t read before. (I’m an inveterate re-reader, and I’m always revisiting old friends, like ‘Against a Dark Background’ by Iain M Banks, from which this collection of stuff takes its name, and the Frank Herbert ‘Dune’ series.)
I wonder if this year represents an accurate portrayal, as it feels low to me. I did get hung up on ‘On Writing’ by Stephen King, which took me a while to get through. Not much bed time reading this year either.

Book of 2012 - without a doubt, ‘Angelmaker’ by Nick Harkaway. Another amazing book by the writer of ‘The Gone-Away World’

Films Watched: 56
This also only includes films I haven’t seen before, so the Future Cinema screening of ‘Bugsy Malone’ doesn’t count, even though it was fantastic.
Only three of these were in cinema (one in IMAX, and one in HFR 3D) and the Love Film subscription was no doubt a factor in that.

Film of 2012 - ‘Prometheus’ Not so much because it was a great film (it wasn’t), but because of the anticipation, the atmosphere, and the feeling of IMAX space adventure.

The last film watched in 2012 was also the last book read - ‘The Hobbit’
I’ve made an exception for this book on the list, as I’ve only read it once before, and I was eight at the time!

Filed under 2012 books films