I don't have a game of the year. In the same way that multiple games left profound and lasting influences on me in 2011, several have likewise done so in 2012--Journey, Mass Effect 3, and The Walking Dead among them.
So instead of writing any kind of GOTY post, I will instead direct readers to Sparky Clarkson's The Year of the Games roundup, a collection to which I and nearly a dozen of my colleagues and peers contributed. It's been a fascinating year, as the big-budget, AAA games wrap up franchises and stall out, waiting on a new console generation, and as indie and avant-garde-inspired gaming well and truly comes into its own.
Likewise, Critical Distance has once again rounded up their must-read highlights of the year, and they are indeed pieces that should be read.
And as for me? Well. I had many, many beginnings in 2012, and some endings too. I look forward to seeing what games inspire me to write too much in 2013.
Monday, December 31, 2012
Saturday, December 29, 2012
The Surprising Moral Clarity of Mass Effect 3
I've been working on a commissioned feature about film noir lighting in video games. Without going into what I'm writing in that essay, my very first thought was: "Oh, that's easy. I've played Mass Effect 2."
ME2 casts Shepard in an ambiguous moral position. Not only does the paragon/renegade problem carry over from the first game, but its effects are amplified dramatically. With interrupts added to the game--sudden, one-click decision points that add to Shepard's paragon or renegade scores--as well as charm and intimidate keying to reputation, rather than to skill points, the question of Shepard's soul begins to matter more.
As well, she is in a more tenuous position with regards to, well, everything. Now employed by the shadowy Illusive Man, she is working for Cerberus, known from the first game only as a terrorist organization. The crew she assembles around her is full of misfits, exiles, and murders who, if we're lucky, mostly turn out to have hearts of gold, or at least good intentions.
Of course, we all know where the road paved with good intentions leads.
The essay in question will be running in early 2013, and I have been asked to make it current, to tie it to one or more big 2012 releases. Knowing how strongly Mass Effect 2 relies on the conventions of film noir and neo-noir, I thought that my sprawling, ludicrous collection (1800+) of Mass Effect 3 screenshots would lend me the perfect inspiration.
I was wrong.
![]() |
| It's Blade Runner! It's Double Indemnity! No, wait: it's Thane! |
ME2 casts Shepard in an ambiguous moral position. Not only does the paragon/renegade problem carry over from the first game, but its effects are amplified dramatically. With interrupts added to the game--sudden, one-click decision points that add to Shepard's paragon or renegade scores--as well as charm and intimidate keying to reputation, rather than to skill points, the question of Shepard's soul begins to matter more.
As well, she is in a more tenuous position with regards to, well, everything. Now employed by the shadowy Illusive Man, she is working for Cerberus, known from the first game only as a terrorist organization. The crew she assembles around her is full of misfits, exiles, and murders who, if we're lucky, mostly turn out to have hearts of gold, or at least good intentions.
Of course, we all know where the road paved with good intentions leads.
The essay in question will be running in early 2013, and I have been asked to make it current, to tie it to one or more big 2012 releases. Knowing how strongly Mass Effect 2 relies on the conventions of film noir and neo-noir, I thought that my sprawling, ludicrous collection (1800+) of Mass Effect 3 screenshots would lend me the perfect inspiration.
I was wrong.
With only a handful of exceptions (as in the shuttle, above), Shepard's lighting in Mass Effect 3 is surprisingly clear and unambiguous. Even when she is in a visually dark location, the lighting spares her. Shadows fall around her, but not on her; even her companions are largely of the light.
As the game itself gets darker, in every possible sense of the word, the ambiguity becomes stripped away from the Normandy and its passengers just as it becomes stripped away from the plot. Yes, every decision has consequences, and the strings of three games' worth of choices bear out in many meaningful ways. But even while that matters, the time for ambiguity is, simply, behind Shepard and behind us.
By ME3, the reapers are here. They are destroying worlds, cultures, civilizations, life... everything. There is no question of "sides," of "morality." Respect her (paragon) or fear her (renegade), Shepard is our hero and the hero's time is now.
In fact, the more I browse my enormous gallery of images, the more I feel like Mass Effect 3 is lit with a series of spotlights. Where Mass Effect 2 threw diagonal shadows around the place to create effect, ME3 is doing everything it can with framing, light, and color to highlight our heroes, fighting to the end in a darkened world.
![]() |
| Sometimes that world is darkened a little too literally. |
Indeed, even in an area and on a mission where moral ambiguity and character confusion could easily have been added, the game avoids that construction. I am speaking of a point somewhere near the end of Act 2 (relatively speaking) where the asari Council representative has summoned Shepard, to impart a secret and necessary piece of information.
The asari's motives and goals are unclear. She could be honest; she could be dishonest. Shepard's reaction is unclear: the player can be angry or resigned. The conversation takes place in an office, where light and posing could easily have conveyed ambiguity and confusion. Instead, the conversation is brightly lit, with all the whites the Citadel presidium has to offer. The greatest distance the scene ever creates comes through framing one shot on the other side of a window, hinting at a sense of voyeurism and eavesdropping.
![]() |
| You know, if you had mentioned this BEFORE your planet was invaded, that would have been helpful. |
By the time the Shepard's saga reaches its third and final game, that which is... well, is. Most of the questions and mysteries are removed from the story, and the moral ambiguity of our players along with. This is not a game for introducing new characters, or questioning their motives; this is a time to revisit the consequences of the stories we already told, and resolving the fates of characters we already know.
Even knowing that, though, I was surprised at how strongly the visuals bear that out. Subconsciously, they of course reinforced that message the entire time I was playing. That's what visual language does.
There is also, of course, an exception. Or in fact, a pair of exceptions. The Leviathan and Omega DLC add-ons each provide dozens of examples of moral ambiguity and character confusion conveyed through noir-like use of light and shadow. And it makes sense: these are the segments of game that introduce new characters and new concepts that stand slightly to the side of the hero's straightforward quest for war resources. Aria, Nyreen, and even the Leviathan itself are all moral wildcards when they are introduced, standing aside from Shepard's binary perspective, and so the lighting lets us stand in Shepard's shoes for a little while, uncertain about who we have just met.
Wednesday, December 19, 2012
In which I develop an opinion on Capcom
I really had no particularly strong feelings on either Capcom or on their upcoming Devil May Cry game until today.
But then, via Samit Sarkar, there was this.
That, right there, is the Christmas card that Capcom PR sent out this year.
Not only is Dante--that charming fellow on the left, there--surrounded by angels, but the angels are, of course:
Wow.
I didn't care about Capcom until now. But as of today, they're on my personal shit list--there to remain, I suspect, more or less permanently.
Well done, Capcom PR!
But then, via Samit Sarkar, there was this.
That, right there, is the Christmas card that Capcom PR sent out this year.
Not only is Dante--that charming fellow on the left, there--surrounded by angels, but the angels are, of course:
- women
- light-skinned women
- big-busted light-skinned women
- big-busted light-skinned women with hourglass figures
- big-busted light-skinned women with hourglass figures and prodigious, posed posteriors
Wow.
I didn't care about Capcom until now. But as of today, they're on my personal shit list--there to remain, I suspect, more or less permanently.
Well done, Capcom PR!
Monday, December 3, 2012
Music
Back in the summer of 2011, Kill Screen was taking pitches for pieces for their sound issue. I sent one in; Chris Dahlen, the editor-in-chief, accepted it.
It was the first piece I ever sold. "Giddy" doesn't even begin to describe how happy I was. I had enormous respect for the magazine and couldn't believe I'd get to be among the all-star list of contributors on that front page.
Alas, the piece got cut for space, and although Chris originally planned for it to fit into the following issue, he left Kill Screen and the new editors chose to take subsequent issues in a new direction. My piece no longer fit.
I showed it to Kirk Hamilton, the Melodic block editor, when I first came to Kotaku, and we agreed that it was great and that we should do the hard work of editing it to fit, sometime, but (more due to me than to him), "sometime" never managed to come before my time at the site ran out.
So.
It's not perfect, and it could use an editor, but here's that piece, in its entirety. Because sometimes, you just need your music to make you a goddamn space marine.
It was the first piece I ever sold. "Giddy" doesn't even begin to describe how happy I was. I had enormous respect for the magazine and couldn't believe I'd get to be among the all-star list of contributors on that front page.
Alas, the piece got cut for space, and although Chris originally planned for it to fit into the following issue, he left Kill Screen and the new editors chose to take subsequent issues in a new direction. My piece no longer fit.
I showed it to Kirk Hamilton, the Melodic block editor, when I first came to Kotaku, and we agreed that it was great and that we should do the hard work of editing it to fit, sometime, but (more due to me than to him), "sometime" never managed to come before my time at the site ran out.
So.
It's not perfect, and it could use an editor, but here's that piece, in its entirety. Because sometimes, you just need your music to make you a goddamn space marine.
Sunday, December 2, 2012
Go read this
File under, "I really wish I had written this:" Katherine Cross's "Game Changer."
Cross does her homework and her research, and articulates very clearly and cleanly the theories that I--and anyone else who examines sexism in gaming--have bandied about for ages. She even looks at the moving goalposts: if women like it, it is no longer a "real game."
It is hardly surprising that some men perceive the gaming world as, in Kimmel’s words, a “virtual men’s locker room” threatened by the presence of women. When women inhabit this space, claim visibility, and attempt to shape it, their presence becomes an existential threat to that “not PC” safe space that some of these young men enjoy. When abuse occurs, the conceit is that it’s “just a game,” which enables people to—in the words of one of Kimmel’s interviewees—“offend everyone!” It’s not like real life, which is too, well, real to risk flagrantly violating norms of decorum. But, at the same time, these male gamers know that the space is a real, tangible thing, in need of protection. Their “offending” serves to police the boundaries of who can and cannot inhabit gaming culture, and to keep out people who threaten “their” space.
Cross does her homework and her research, and articulates very clearly and cleanly the theories that I--and anyone else who examines sexism in gaming--have bandied about for ages. She even looks at the moving goalposts: if women like it, it is no longer a "real game."
Thursday, November 29, 2012
What It's Like Inside My Brain
Last night, we were playing Red Dead Redemption. I had successfully steered the ponypony somewhere and M was shooting some guys. They probably deserved it. I made some offhand comment about the game.
"Well, it is a Western," he replied.
"Maybe in a sense, all games are kind of Westerns," I mused.
"There's an article," he quipped back.
***
If my thought process resembles anything, it's probably the Molydeux Twitter account. I tilt my brain and stuff falls out. Sometimes it's awesome. Sometimes it's not. When it manages to connect to something else that's rattling around in there, it's an article.
***
"The word 'yellow' wandered through his mind in search of something to connect with. Fifteen seconds later he was out of the house and lying in front of a big yellow bulldozer that was advancing up his garden path."
***
I'm not quite sure why I thought that all games were Westerns, but if I sat back to argue it, I bet I'd come up with a connection. Something about the lone hero, probably, but then that would have me delving back into my film history books to define why the hero of the Western was the way he was.
***
In my self-image and self-perception, I still suck at consoles. Despite having played a huge number of games on the PS3 this year for review and for fun. Why was I so surprised that steering the ponypony around the not-entirely-wild-but-wild-enough-West of the turn of the last century wasn't hard for me? After dozens or hundreds of hours of PS3 time, why am I still surprised at myself for, yes, knowing how to use the blasted machine?
***
When I came back to the blog this week, I discovered twenty-three (23!) abandoned drafts and half-drafts from over the years. Some had their best paragraphs lifted and folded into other things; others just sit, as husks, with their careless author having long since forgotten why they were important to begin with.
***
There are notes on the whiteboard on my wall, on post-its all over my desk, jotted into the little notebook I keep tucked inside my purse. "Kinect - class - space - McMansion - who games for" is one that makes sense. I can remember that. And it's written down twice, which means I thought it was important at least twice.
***
Maybe "Beyond the Girl Gamer" would be a good title for a weekly column, somewhere, that addresses topical gender issues in gaming.
***
I have a note that says "JUST LIKE Dark Souls," a game I have never, in fact, actually played.
***
This is the truest comic I have ever read. Among many true comics.
***
I've got three separate notes on the nature of online multiplayer as the 21st century continues to unfold, two on Sherlock Holmes (the 2009 movie), and one full angry screed about over-reliance on the Cold War that, somwhere in the middle, morphed into a meditation on how the maturity of game narratives is attached to the maturity of the cinema it chose, unnecessarily, to ape.
That one about how combat is and isn't a useful mechanism for storytelling--that's one I keep promising myself to write. I know a dozen other folks already have. Someday, I'll have to do it anyway.
***
Today, I feel like I am out of ideas. I am dwarfed, overawed, by the incredible things my colleagues and peers--my friends--have written.
I hate those people.
I love those people.
***
The thing is, if I wrote that column, I'd become, even more than I am, that "girl" writer. Not that game writer. Or that writer.
***
Until Tuesday night, I had the Omega review to hang onto. I played it. I wrote about it. And then it was done. Two days, two measly days, without the anchor and already I am asking the cat if Communism really was just a red herring, and why Gandhi is always such an asshole in Civ games.
***
Everyone's wished me luck, asked where I'm going next. I'm not being coy or teasing when I say that even I don't know; I really don't know. Aside from trying to convince the Commonwealth of Virginia that they are the ones who owe me unemployment, and that they can't fob me off on New York or Maryland, I really don't know what I'll be doing next week.
***
I'll be vacuuming my apartment like mad. Twice. Each day. My cat-allergic parents are coming to town the week after.
***
I want my friends and colleagues and peers to be wildly successful, famous, rewarded with piles of cash.
I want to pay my rent.
I really hate competitive games.
***
I really, really want a Coke. Or maybe a beer. Maybe I can learn to like beer.
Maybe I can learn to like a lot of things.
I'd learned to like Kotaku. A lot. Really a lot.
***
I always said I hated BioWare-style RPGs and then 2010 and 2011 and 2012 and Mass Effect 3 and Dragon Age 2 came and went and now even the people who make those games have publicly noticed my rather excessive love for them. I still have a paycheck, for another week. Time to get the Baldur's Gate Enhanced Edition and teach myself some history.
Then I can write about the experience.
That's an article.
"Well, it is a Western," he replied.
"Maybe in a sense, all games are kind of Westerns," I mused.
"There's an article," he quipped back.
***
If my thought process resembles anything, it's probably the Molydeux Twitter account. I tilt my brain and stuff falls out. Sometimes it's awesome. Sometimes it's not. When it manages to connect to something else that's rattling around in there, it's an article.
***
"The word 'yellow' wandered through his mind in search of something to connect with. Fifteen seconds later he was out of the house and lying in front of a big yellow bulldozer that was advancing up his garden path."
***
I'm not quite sure why I thought that all games were Westerns, but if I sat back to argue it, I bet I'd come up with a connection. Something about the lone hero, probably, but then that would have me delving back into my film history books to define why the hero of the Western was the way he was.
***
In my self-image and self-perception, I still suck at consoles. Despite having played a huge number of games on the PS3 this year for review and for fun. Why was I so surprised that steering the ponypony around the not-entirely-wild-but-wild-enough-West of the turn of the last century wasn't hard for me? After dozens or hundreds of hours of PS3 time, why am I still surprised at myself for, yes, knowing how to use the blasted machine?
***
When I came back to the blog this week, I discovered twenty-three (23!) abandoned drafts and half-drafts from over the years. Some had their best paragraphs lifted and folded into other things; others just sit, as husks, with their careless author having long since forgotten why they were important to begin with.
***
There are notes on the whiteboard on my wall, on post-its all over my desk, jotted into the little notebook I keep tucked inside my purse. "Kinect - class - space - McMansion - who games for" is one that makes sense. I can remember that. And it's written down twice, which means I thought it was important at least twice.
***
Maybe "Beyond the Girl Gamer" would be a good title for a weekly column, somewhere, that addresses topical gender issues in gaming.
***
I have a note that says "JUST LIKE Dark Souls," a game I have never, in fact, actually played.
***
This is the truest comic I have ever read. Among many true comics.
***
I've got three separate notes on the nature of online multiplayer as the 21st century continues to unfold, two on Sherlock Holmes (the 2009 movie), and one full angry screed about over-reliance on the Cold War that, somwhere in the middle, morphed into a meditation on how the maturity of game narratives is attached to the maturity of the cinema it chose, unnecessarily, to ape.
That one about how combat is and isn't a useful mechanism for storytelling--that's one I keep promising myself to write. I know a dozen other folks already have. Someday, I'll have to do it anyway.
***
Today, I feel like I am out of ideas. I am dwarfed, overawed, by the incredible things my colleagues and peers--my friends--have written.
I hate those people.
I love those people.
***
The thing is, if I wrote that column, I'd become, even more than I am, that "girl" writer. Not that game writer. Or that writer.
***
Until Tuesday night, I had the Omega review to hang onto. I played it. I wrote about it. And then it was done. Two days, two measly days, without the anchor and already I am asking the cat if Communism really was just a red herring, and why Gandhi is always such an asshole in Civ games.
***
Everyone's wished me luck, asked where I'm going next. I'm not being coy or teasing when I say that even I don't know; I really don't know. Aside from trying to convince the Commonwealth of Virginia that they are the ones who owe me unemployment, and that they can't fob me off on New York or Maryland, I really don't know what I'll be doing next week.
***
I'll be vacuuming my apartment like mad. Twice. Each day. My cat-allergic parents are coming to town the week after.
***
I want my friends and colleagues and peers to be wildly successful, famous, rewarded with piles of cash.
I want to pay my rent.
I really hate competitive games.
***
I really, really want a Coke. Or maybe a beer. Maybe I can learn to like beer.
Maybe I can learn to like a lot of things.
I'd learned to like Kotaku. A lot. Really a lot.
***
I always said I hated BioWare-style RPGs and then 2010 and 2011 and 2012 and Mass Effect 3 and Dragon Age 2 came and went and now even the people who make those games have publicly noticed my rather excessive love for them. I still have a paycheck, for another week. Time to get the Baldur's Gate Enhanced Edition and teach myself some history.
Then I can write about the experience.
That's an article.
Tuesday, November 27, 2012
Oh, my, it's quite dusty in here...
Oh, hello. *blows the dust off the blog* I, er, let things sit around here for rather a long time, didn't I.
So, I said back in February that I was going to try to do a monthly best-of link roundup to my work from Kotaku. That promise very clearly fell by the wayside, and hard. Sorry about that. I just ran out of steam, most weeks. But better late than never, right?
Anyway, a roundup is easier when you know where it ends. It has been a privilege and a pleasure working with the team at Kotaku. It certainly made 2012 interesting in a number of unexpected ways. That particular adventure, though, has drawn to a conclusion; the site and I officially part ways on December 1. It's time for a new adventure.
Meanwhile, I've got a veritable mountain of links after the jump. It's not everything I posted at the site (most weekdays, I ran between 3 and 8 stories); just the ones I can remember as a best-of. Criticism, impressions, and general essays are arranged by month, with all the full game reviews (all of 'em) afterward in alphabetical order. Because I am nothing if not compulsively organized.
So, I said back in February that I was going to try to do a monthly best-of link roundup to my work from Kotaku. That promise very clearly fell by the wayside, and hard. Sorry about that. I just ran out of steam, most weeks. But better late than never, right?
Anyway, a roundup is easier when you know where it ends. It has been a privilege and a pleasure working with the team at Kotaku. It certainly made 2012 interesting in a number of unexpected ways. That particular adventure, though, has drawn to a conclusion; the site and I officially part ways on December 1. It's time for a new adventure.
Meanwhile, I've got a veritable mountain of links after the jump. It's not everything I posted at the site (most weekdays, I ran between 3 and 8 stories); just the ones I can remember as a best-of. Criticism, impressions, and general essays are arranged by month, with all the full game reviews (all of 'em) afterward in alphabetical order. Because I am nothing if not compulsively organized.
Wednesday, May 30, 2012
"So what's it like...?"
In the past just-over-three months, many friends and acquaintances have all asked me the same question:
"So what's it like, working at Kotaku?"
In terms of the day-to-day details, my colleague Kirk Hamilton's look at a week in the life is, while obviously different in the details, pretty similar in the big picture.
Friday, March 23, 2012
Mass Effect 3 and Me
I've written a lot about Mass Effect 3 in the last few weeks. Suffice it to say, I'm a fan of the game and don't feel the slightest bit "betrayed" by it, though I do think some (not all) of the concerns many players have with the endings are indeed valid criticism, and I understand deeply why there's so much emotion tied up in the criticism as well.
Here's a brief round-up of the interesting things I've had to say about the game so far:
Review: based on a very fast, default-Shep playthrough; it had to be ready to go into the world at midnight on launch day. And it was still a great game.
I also got to make a cool gallery of some of the voice actors, and my co-worker Chris made a video I love out of the screenshots I took from my Shep's game (contains spoilers).
And then there's the piece I'm most glad I wrote (spoilers, obvs), Why Mass Effect 3's Ending Doesn't Need Changing. And if I'm being strictly honest (eeeeeeeeeeeeee) this tweet about that piece, from a certain Jennifer Hale, made my week.
(Edited March 24 to add Dan Bruno article link.)
EDIT Afternoon March 24: I have deleted all comments and locked the post. The discussion, such as it was, was circular, uncivil, and unproductive. For readers wishing to discuss the merits of the game itself, see previous ME3 post.
Friday, March 9, 2012
It's Mass Effect 3, People!
You want to talk about Mass Effect 3. I want to talk about Mass Effect 3. We all want to talk about Mass Effect 3.
Romances! Characters! Dramatic moments! Sad things! Funny things! Happy things! Decisions! Locations! It's all in our heads a-buzzing.
So here is a place where we can all talk in more than 140 characters. THERE WILL BE SPOILERS IN THE COMMENTS. However, you can collapse comment threads on Disqus. So I ask that if you are writing about the very, very final act of the game, you say so in a comment and then reply to yourself with your spoilers, so that folks who want to talk mid-game but not blow the ending can still scroll on by.
Have at it!
Romances! Characters! Dramatic moments! Sad things! Funny things! Happy things! Decisions! Locations! It's all in our heads a-buzzing.
So here is a place where we can all talk in more than 140 characters. THERE WILL BE SPOILERS IN THE COMMENTS. However, you can collapse comment threads on Disqus. So I ask that if you are writing about the very, very final act of the game, you say so in a comment and then reply to yourself with your spoilers, so that folks who want to talk mid-game but not blow the ending can still scroll on by.
Have at it!
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