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by Jill Scharr

When most people think of arts in New York, theater will come to mind long before videogames do. But recently at the Cherry Lane Theater in the West Village, videogames were a close second.

Exile, by Nastaran Ahmadi, is a 2013 Mentor Project Play running from April 3-13. It centers around the development of a game, also called Exile, and the personal struggles of Exile’s developer as she balances relationships, identity, and work. The main character, Sameera, is a videogame tester and aspiring developer in a seemingly stable relationship with her girlfriend Tamrin. But Sameera struggles with conflicted feelings over her Iranian heritage and identity, feelings that Tamrin, a publisher working on a nonfiction book with a rather negative view of Iran, can’t quite understand. Game design is her way of working through her complex emotions: Exile is set in a post-apocalypic Iran, where the player character can use her radioactively acquired powers to rebuild the region. Sameera’s feelings about her own game’s premise are as conflicted as those for her home country: she frequently worries that the plot is too “nihilistic,” but also insists that “that whole region just needs a do-over.”

Sameera attends E3, hoping to meet her game idol, a woman described in the first scenes in a way that, perhaps unintentionally, likens her to Jane McGonigal. Her name is Elly, and she takes an immediate interest in Sameera’s idea–and Sameera herself. The fallout from Sameera and Elly’s affair is a central part of the play. Interwoven with the story of Sameera’s personal and professional lives are scenes of an Iranian boy, apparently a character in Sameera’s game, who appears onstage in what appears to be a war-torn Iran. In his earlier scenes he’s alone, with a multimedia projected background shifting between desert landscapes, high-tech maps, and a plain black-and-white grid pattern that looks like Star Trek‘s holodeck when it’s turned off. These scenes are probably supposed to illustrate the simultaneous creation and existence of Sameera’s game world.

Exile is interested in games as a medium for empowerment. But the play isn’t really about videogames–it’s an earnest, thoughtful, yet at times convoluted meditation on identity and creation. Game enthusiasts would probably find a lot to critique — the brief look we get at Exile‘s game mechanics, for example, are a SoulCalibur-like recitation of “up-down-A-B-A” combos that lacks any real discussion of how it integrates with the game’s narrative. Yet Exile took a chance with videogames, and that’s a sight to see in and of itself.

Ultimately, Exile’s most compelling question is the one it asks by its mere existence: What does it look like to try to talk about videogames in an analogue medium? Exile can’t provide an answer that question. But it does represent one of the first attempts.

exile

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Victor Kalogiannis, our intrepid photographer/videographer, put together a variety of shots from the 2nd Annual NY Videogame Critics Circle Awards. Here they are now:

Russ and DanCrowdSamit and Craig PresentingNYVGCC AwardLev PresentingFassenden and Reznick PresentingHitmenFrank LantzFrontalot and ShafferDaniel 2Soundshapes winsJourney WinsDishonored WinsSamit and Craig PresentingRuss and Plante PresentingJill and Scott PresentingEvan and Jason PresentingDan PresentingChuck and Tina PresentingAlex and Lucas presentingNYVGCC Presenting

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Today, I’m proud to announce that the New York Videogame Critics Circle Awards will be held on February 5, 2013 at 7:30 p.m.

I’m just as proud to announce that the show will be written and hosted by the Daily Show with Jon Stewart’s Emmy Award-winning writer, Daniel Radosh. I know a fair amount about what Daniel has in mind for the show. Believe me, it’s going to be truly hilarious and awesome.

Expect more announcements regarding live music and celebrity presenters in the coming days and weeks.

Again, we continue our fine relationship with New York University by holding the event at NYU’s Pfizer Auditorium at the MetroTech in Brooklyn. Thanks to the NYU Game Center for their invaluable help therein.

The Pfizer holds 4oo people, I’m told, so we’ll have more room to accommodate the public this year.

Once again, admission will be free – if you RSVP to the forthcoming guest list.

Expect an announcement regarding the after party as well.

We can’t wait to see you at the 2nd Annual New York Videogame Critics Circle Awards!

-Harold Goldberg, Founder and Editor in Chief

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How do you inject life and vibrancy into a franchise that’s been around for nearly 18 years?

Victor Kalogiannis, our stalwart videographer, asked Creative Producer Hamish Young to wax on about the latest in Electronic Arts’  and Criterion’s upcoming open world game, Need for Speed Most Wanted.

Herewith is Victor’s in-depth report, with just a tad of old school film humor super-injected for the sake of pure fun.

–Harold Goldberg

 

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It’s going to be such horrid fun!

The New York Videogame Critics Circle will hold its first Halloween Hoohah on October 22nd at 7 p.m. at The Suffolk, 107 Suffolk Street, on the always-Halloween-y Lower East Side of Manhattan.

Admission is $5 ($4 if you come in costume). You’ll want to come in costume because we’re giving you a chance to win a signed copy of Dishonored from Bethesda Softworks. It’s truly one of the year’s best games.

And we’ll give away a copy of All Your Base Are Belong to Us, my award-winning narrative history of videogames.

And there’ll be other cool giveaways as well.

But wait: there’s more.

There’ll be a critics panel on the import (or lack of import) of Halloween games.

It’s a chance to meet your favorite critics, like Adam Rosenberg from G4TV, Jason Schreier from Kotaku, Lucas Siegel from Newsarama, and many more.

And you’ll meet our very cool interns, Anna and Victor, as well.

Plus, we may well have some very special demos as well. In fact, if you’d like to demo yourindie game, send me an email.

More on all this soon.

RSVP now!

See you on the 22nd.

-Harold Goldberg, Founder and Editor in Chief

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It was exciting to see the Circle out en force at the Wii U event yesterday.

The event featured a more muted Reggie Fils-Aime, certainly moreso than on that fateful day when he made his debut at Nintendo of America’s president at E3.  In May, 2004, he said triumphantly,”"My name is Reggie. I’m about kicking ass. I’m about taking names, and WE’RE about making games!”

While the prices and dates of two different units were revealed to start at $299 when they begin selling on November 18, 2012, Fils-Aime chose to hold off on telling journalists precisely when games would be released.

The theory must be: Why give them release dates now when we can get more press out of them later?

Our members seemed most enthusiastic about a forthcoming Bayonetta game and Wii U TVii, software embedded within the Wii U that may be as full of features as the Xbox Live service.

Videographer Victor Kalogiannis and I shot a fair amount of interviews with our members and we will bring that to you in the coming days. It’s smart, thoughtful stuff.

The takeaway for you right now:  divergent opinions that range from apathy to ecstasy.

–Harold Goldberg, Founder

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I come back to it every morning. This brilliantly edited snippet for Borderlands 2, a post-apocalyptic satire set for release in mid-September, is the best video game trailer of the year and one of the finest ever made. At its core, it is a superior music video, a magical mashup of the sweet, melliflous do-wop in The Tokens’s “The Lion Sleeps Tonight” with the unrelenting chaos and haunting violence within a gritty game somewhat influenced by “Mad Max” and perhaps “Apocalypse Now.”

The infectious ditty, first recorded in 1939 by South Africa’s Solomon Linda and the Evening Birds, is heard in unexpected juxtaposition to the bloodshed and explosions within the game. Near the outset, a brownish lizard slithers to the precipice of a waterfall, foam spraying around it. Nearby, the Rakk, a graceful flying dragon, is shot from the sky by Maya, one of the game’s four protagonists. As the word “Wimoweh” is sung over and over again, odder creatures are introduced. There’s the Bullymong, a kind of space gorilla clad in steel. But what sets the toes tapping is the vacant-lookinglittle undead characters whose heads bob from side to side in rhythm with the music. These psycho midget zombies steal the show.

When propeller-driven planes rush toward your face, the sung “Wimoweh” morphs and becomes an electrified, high tech warning. Momentarily, the screen goes to black and you hear something scream “Rock and Roll!” as if you were near a crazed fan at a heavy metal concert. As “The Lion Sleeps Tonight” hits its crescendo and singer Jay Siegel begins to improvise, a montage of the game’s features come to the fore. The lithe Maya wields magic and holds an enemy in a blue, glowing orb. A mischievous girl named Tiny Tina dances in rhythm to the music as she moves to a dynamite plunger to blow up an enemy. And finally, Claptrap, a charming, determined robot that was one of the stars of the first game, grunts “Wimoweh. Wimoweh, Wimoweh” as he proudly marches forward.

The overall effect is so thrilling that it trumps the best music-oriented trailer to date, the creepy BioShock trailerfrom 2005, which was shot underwater with Bobby Darrin’s evocative “Beyond The Sea” in the background. In that trailer, however, the overpowering sounds of violence temporarily distract you, interfering with both Bobby Darin’s cool detachment and the overall theme of terror. equally effective though far less ironic was Sun Kil Moon’s dark, brooding “blue heron” which played over the debut trailer for the bromance war epic, Gears of War 3. That video was so grimly affecting, Jimmy Fallon, a game fan himself, chose to debut it on his show. And the pounding, crashing drums from Health’s gloomy “Tears” sounded like harsh bullet fire from the gun of the morose anti-hero in Max Payne 3.

However, The Borderlands 2 trailer, bolstered by that catchiest of pop songs, creates a visceral desire in a way that most preview videos cannot. In fact, many of these trailers bludgeon the viewer with a constant barrage of chaotic footage from the game and metal music, this medium’s version of the hard sell from marketers who perhaps suffer from arrested development. But with quirky, cute animation made especially for the trailer, these game makers are signaling that Borderlands 2 will be something special, something closer to popular art.

When a thoughtful creation like “Wimoweh” hits the web, fans go happily battery, parsing every second while rhapsodizing on message boards and via social media. The old song itself might even see a spoke in sales on iTunes. So the “Wimoweh” tidbit can build a kind of grass roots credibility that no expensive Hollywood-produced movie trailer can match. But releasing a piece like this can also be a gamble. Borderlands 2 has been so expensive to make that Take-Two, the game’s publishers, are seeking to lure a more general audience. But they also can’t afford to alienate the four million gamers who bought the first edition with what might be considered a stodgy song. Yet the marketers need not worry. The “Wimoweh” trailer is all things to all nerds of all ages.

–Harold Goldberg

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I have to admit I was somewhat suspicious about attending an event for Majesco Entertainment’s “NBA Baller Beats.” While Majesco has been a game publisher since 1986, they didn’t know how to market Tim Schafer’s brilliant adventure game, “Psychonauts.” And they didn’t sink enough money into “Advent Rising” or “BloodRayne” for the developers to finish them properly. A few of their kids’ games worked for me, like “A Boy and His Blob” and “Night at the Museum.” And “Jaws Unleashed” surprised by being a cut above. Yet their fitness games have left me unmoved.

This game indeed has money behind it. Otherwise, Majesco couldn’t afford the talents of NBA legend and TV analyst Kenny Smith to work as the game’s spokesperson or WNBA’s eloquent Essence Carson, a member of the New York Liberty (and recording artist) who demoed the music-based rhythm game last Tuesday in New York City. “When they showed it to me, I got the idea immediately,” said Carson. “It definitely raises a sweat, just like Dance, Dance Revolution. I loved that game.”

But the motion sensing game for Kinect has real challenges before it. First, it’s not a full basketball game. Rather, it’s a dribbling and ball handling game. There’s no shooting baskets. And then, there’s the marketing issue: the game comes with a full-sized basketball, making it difficult to places on retail shelves next to other games in traditional packages. Content-wise, the game comes with 30 songs, not nearly as many tunes as “Guitar Hero” and “Rock Band” included in their heydays.

And imagine the sound of that constant, rhythmic basketball dribbling if you’re living in the apartment below. Plus, most city apartment living rooms won’t have the open room for the kind of behind the back dribbling that you occasionally need to pull off for “NBA Baller Beats.”

Despite these hurdles, at the very core of “NBA Baller Beats” is a good idea, certainly for those folks living in the suburbs who have basement rec rooms or large garages. Supposedly, any kind of ball that’s not black can be used with the game, so it might work with a Nerf ball or a dodge ball. Finally, I liked the initiative of Curtis R. Smith, the man who came up with the idea. “I went to everyone with the concept,” said Smith. After what Smith estimates are 300 emails and that many rejections, Majesco bit. Just the other day, though, the Canadian studio that developed “NBA Baller Beats” shut down. But Smith remains undaunted and admirably enthusiastic. For that reason alone, I’m kind of rooting for “NBA Baller Beats” to succeed.

-Harold Goldberg

Photos of Kenny Smith and Essence Carson by Tara Polen.

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The coveted prize was a million dollars, probably the richest reward for one videogamer — ever. So yesterday, I traveled to Broadway and 4th Street to watch the MLB 2K12 gaming contest. Overly aggressive door people were there, as if Lady Gaga were inside and I was some simpering fan. After I was allowed to pass, I saw Spike TV was there at the MLB Fan Cave (in what used to be the Tower Records store). They complained that I was in the way of their many cameras. I’m always in the way of something, it seems. So I got out of the way. Supermodel Kate Upton was there in the role one of always-a-pro Geoff Keighley’s co-hosts, making mistakes as she read the teleprompter.

The thing is, I love the tension of gaming events like these. Unlike the SoulCalibur tournament I recently attended in Las Vegas, this contest was generally quiet – but certainly more fast-paced than a real-life game at Yankee Stadium. The two lucky finalists had been chosen from a pool of 900 players who had pitched perfect games in MLB 2K12. Over a million attempts to pitch perfect games were logged by fans, according to Take-Two representatives at the event. The last two standing, well, sitting in front of HDTV monitors, were indeed the elite of the elite.

You didn’t have to be a baseball fan to see the focus in the two finalists’ beady eyes as one player took the field at Comerica Park as the Yankees and the other, the Tigers. Both as pitchers and hitters with controllers in their hands, it was like these two prime competitors were bulls in the ring aiming to injure a matador.

But Christopher Gilmore, who was the kind of 21-year-old game nerd who sweats about the face a bit, was a killer with the controller. There was no denying his eye was better than Charles Bates’, his sad foe. By the 6th inning, he had blown out Bates by amassing eight runs to the other’s meager one. It only got worse from there.

There was no yelling or screaming or jumping about by Gilmore when he won the million. Perhaps it hadn’t yet sunk in. But, as a Red Sox fan, he immediately asked to take off the Yankee jersey and cap he’d donned as he played. Someone from Spike urged him to keep it on for the cameras. So did some people in the crowd.

“Keep it on, man. That’s how it is in New York!” yelled a guy in a t-shirt.

He kept it on. The silent Gilmore didn’t flinch. And he had the last laugh, however inward that laugh would be. Gilmore knew, deep down, that in order to be shown the money, playing as the the high scoring Yankees was his best bet. After the debacle that was last season, his beloved Sox achieved much lesser stats in the game. Yes, Gilmore probably should have shut up about disliking the Yankees. Yet it was the punkiest, most energetic thing he said all afternoon. Then again, when you’re a millionaire like Gilmore, you probably don’t have to say anything you don’t want to say — to anyone.

-Harold Goldberg

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