In 500 years from now they’ll be going through conversations saying, “This is the first recorded use of the word ‘dangus’ which, as you know, is a staple of communication….”
Playing Shin Megami Tensei: Persona 4 as a young teenager was the only event in my gaming career I’d describe as truly “formative.” I was a child, born and raised in the Bible Belt; I had little comprehension of the issues I’d face in the real world. The mechanics of gender and sexuality, religious self-questioning, and the desire to find a future for myself were flitting in and out of my mind. Here was a Japanese RPG that integrated each of these elements of the teenage life into a fantastic narrative with fun combat. So began my love affair with Atlus’ Shin Megami Tensei franchise. Continue reading
It feels good to be home.
Visiting the nigh-barren fields of Haven & Hearth feels akin to traipsing through the abandoned, monochrome cities of S.T.A.L.K.E.R. There is life there, going on as it always will, but the life that shaped the land, the humans that put hand to wood and stone to make homes and mines, has left. Only fifty or sixty players remain; I’ve yet to find anyone else in my travels, outside of the three friends I’ve been working alongside. Only one of them had previous experience here, having played it in its heyday around 2008 and 2009. Continue reading
If 2012 will be remembered in the annals of video game history, it will likely be for the utter dominance of indie titles in the year-end lists. Moreso than ever before has the term “indie” meant nothing about the game it describes. What’s more, those games have been getting coverage with a capital C. So I guess as a way of saying goodbye to the fantastic games of 2012, I’ve decided to talk about my favourite indie game that has not enjoyed the level of coverage as many other stellar indie titles this year have.
“Welcome to Miami
Bienvenidos a Miami”
–Will Smith, “Miami”
Few games invite the description of “murder simulation” to the degree Hotline Miami does. Though the bodies splayed across these empty halls are faceless and pixelated, you sacrificed much of yourself for them: your lives (marked by the many presses of your R key), your time, your concentration, the main character’s sanity. Everything is a trade-off, and here you’re bargaining it all for the pure satisfaction of the kill. Continue reading