The Worst Filing System Known To Humans

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Reload the Canons!

This series of articles is an attempt to play through The Canon of videogames: your Metroids, your Marios, your Zeldas, your Pokemons, that kind of thing.

Except I'm not playing the original games. Instead, I'm playing only remakes, remixes, and weird fan projects. This is the canon of games as seen through the eyes of fans, and I'm going to treat fan games as what they are: legitimate works of art in their own right that deserve our analysis and respect.

Showing posts with label Object Oriented Ontology. Show all posts
Showing posts with label Object Oriented Ontology. Show all posts

Thursday, July 27, 2017

Inside: Game Disintegrating

Inside, spiritual successor to Limbo, is a game about control, but is anyone really at the reins of the game's dystopia? And can an experimental documentary from the 80s give us insight into the game's radical pessimism?
Spoilers for Inside; no familiarity with the game necessary.

Thursday, February 9, 2017

A Galaxy Very, Very Near: Are Time And Space in Rogue One Core to its Resistance Narrative?



Rogue One is a film about resistance and domination, time and space, environment and technology. Can linking these concepts together tell us more about the film's science fiction storytelling... and reveal something about our own forms of contemporary resistance?





Thursday, September 29, 2016

A Metroid And Its Human: What Does 'Another Metroid 2 Remake' Tell Us About Environment?

The Chozo Temple Complex is beautiful, golden, expansive. It is a space of lurid yellows, soft oranges, and shadows shading almost into violet, and while much of one's time spent navigating the space and avoiding the various still-active ancient defense systems, it's hard for me not to stop and admire the scenery of this ancient and crumbling structure. Walking across the top of the structure in particular is delightful (if you avoid the native life trying to kill you) as you can see layer upon layer of cavern opening out into mountains and an acid sunset beyond. There's a real sense of depth and space.

I'm not talking about Metroid 2: The Return of Samus. I CAN'T be talking about that game for one major reason: I haven't played Metroid 2, not even once. I didn't grow up in a family where expensive game consoles--and yes, I'd count a gameboy as "expensive"--weren't really a big economic priority, and even if we had the disposable income for them, I get the distinct impression that my parents would've put them in the same highly suspect category as tv shows not on PBS, and music not performed by a symphony. I missed out on most of The Games Canon.

Oh, and well, I guess the other dead giveaway is that Metroid 2 was in black and white.


And yet, I can talk about the vivid colors of the Chozo temple because while I have not played Metroid 2, I have played Another Metroid 2 Remake. AM2R hit the Internet about a month ago, causing significant buzz before basically immediately being slammed with a DMCA takedown notice from Nintendo. Thankfully, the game is still fairly easy to access.

This is a good thing, because AM2R offers up a pretty incredible experience, one that doesn't deserve to be buried under questionable intellectual monopoly laws. AM2R is doing something very special here. It's not just making accessible once more a game made for an obsolete platform. I mean, making the game itself accessible would probably be enough to justify its existence. But AM2R goes a step further, and setpieces like the Chozo Temple help us understand the new value it adds:

AM2R turns Metroid 2 into a game about our interaction with space, our use of space, and possibly, by the end, new ways of thinking about our place within an environment.

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