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We shot our third installment of Full Circle at the release party for Injustice: Gods Among Us, held at Fashion Forty Lounge in Times Square and co-organized by Mashable Tech and Midtown Comics. The place was packed with gamers, cosplayers, and everything in between, but we still managed to film and even snag an interview with Batman and Supergirl!

Check out the Different Games conference on April 26-27 and the round table discussion of Beyond: Two Souls at TriBeCa Film Festival.

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

Transcript:

Welcome back for the second episode of Full Circle, from the New York City Videogame Critics’ Circle. Everyone in the games world has spent the past few days either at the Game Developers’ Conference in San Francisco, or playing BioShock Infinite. The game is easily the most anticipated of 2013 and already looks like a strong contender for Game of the Year. Without getting into spoilers, here’s what a few of our members think of it:

  • Evan Narcisse of Kotaku writes: “Like Portal 2, BioShock Infinite is a sequel that builds on and maybe even surpasses the original game.”
  • Jeremy Voss is still figuring out how to talk about the game. “Whatever misgivings I might have about the story and certain other aspects of the game’s narrative, one thing I can say with absolute certainty is that Columbia is arguably an even more engrossing place than Rapture.”
  • And be sure to check out Harold Goldberg’s feature in the New York Times Arts section: “The Nerd as Auteur in BioShock Infinite.”

If Twitter is anything to go by, one of GDC’s most important panels this year was “One Reason to Be,” where women in the games industry, including the Circle’s Leigh Alexander, talked about their experiences. The panel caused an outpouring of tweets with the hashtag #1ReasonToBe, a continuation of the #1ReasonWhy hashtag that trended a few months ago to raise awareness of sexism in the games industry. Later the same evening, however, a party cosponsored by the International Game Developers Association which featured scantily-clad female dancers sparked outrage and indignation among members. Brenda Braithwaite Romero, a game developer and another speaker on the One Reason to Be panel, told Polygon “I went home feeling super uplifted by the turnout and support for the #1ReasonToBe panel. I woke up to DMs, texts and links to news of the IGDA party. It really saddens me. I have been a long-time supporter of the IGDA. However, my silence would have been complicity. I had no choice [but to resign from the board]. And just hours after our panel, too.”

Another hot topic among journalists at GDC was the issue of review aggregation. What is it? Is it helpful for readers? This week Gamasutra broke the story that Metacritic, a site that averages review scores from across the web to create a supposedly definitive ‘meta-score’, uses a weighting system that many have found questionable. The system, according to Gamasutra, has six tiers, with outlets like Yahoo Games ranked higher than Edge Magazine. Metacritic has since responded reputing Gamasutra’s data, but the discussion about review aggregation, and what it does for the industry, continues.

There were a lot of journalism-related panels at PAX East this year, many of which our members participated in. There are more transcripts, videos and coverage here on our website. For now, that’s it for Full Circle. Join us next time!

by Jill Scharr

We’re big fans of Penny Arcade’s PAX conventions–they’re known for being friendly, open and inclusive, with panels on diverse topics, everything from sexuality to tabletop games to games journalism.  This year, the games journalism panels themselves covered a range of topics, from freelancing to breaking into IGN. Here’s a rundown of the journalism talks at PAX East 2013, and the advice they had for aspiring writers. Continue Reading »

by Jeremy Voss

The criticism-oriented game enthusiast who keeps a very active game-centric blog called Shouts from the Couch is both enthused with and bemused by Nintendo’s latest offering. He penned this essay just prior to becoming a new father.

Around 10 hours into my playthrough of Luigi’s Mansion: Dark Moon – even though I’ve had a very pleasant experience for most of that time – I’m just about ready to break my 3DS in half.

I suppose I should admit that I never actually planned on playing Luigi’s Mansion: Dark Moon.  It was not on my radar, nor was it in my rental queue, and I never owned a GameCube and so I don’t have any nostalgic remembrances of the first game. (As it happens, as far as my 3DS usage is concerned, I was already pretty heavily invested in Etrian Odyssey IV anyway.)  I suppose I might have felt compelled to pick it up if the gaming press gave it good reviews, but here I’m in the unique position of being on the other side of the fence for the first time, as a contributor of opinion rather than a receiver.

On my blog, I don’t actually write reviews. I do more of a progress report with every few hours of gameplay, so that I can better explain where a game might have gone wrong for me.  Don’t get me wrong – I always intend to finish every game I start.  But as a dude with a day job and a bunch of extra-curricular activities – one of which is about to include taking care of a newborn baby – I don’t generally stick around with a game once it starts to go bad on me.

And so while the first eight hours of LM:DM were pretty goddamned terrific, it is here in these later stages of the game where I’m starting to lose my mind a little bit.  I’m not sure I want to keep pushing through.  I have other things I need to get done before this weekend is over.  My dogs are feeling sad that I’m ignoring them.  This is where my sense of professional obligation ought to be kicking in, and instead I’m here on my computer trying to coyly dance away from the thing I’m supposed to be doing.

Let’s at least start with those aforementioned first eight hours, where everything is quite wonderful.

It is clear from the moment the game launches that a tremendous amount of care and effort have gone into the game’s development; the overall production values are among the best I’ve yet seen on the platform.  The game looks absolutely gorgeous. Every nook and cranny is filled with playful charm and a goofy sense of humor, even as the subtle lighting and physics imbue the world with a spooky reality.  And I don’t believe I’m overstating it when I say that the quality of Luigi’s animations are on par with Pixar.  Every move he makes is believable and relatable and nuanced – even while the game’s sense of humor is relatively broad. And all the while, his movements are actually relaying valuable information to the player in terms of what’s in the room with him.  It is further proof, for better or worse, that nobody develops for Nintendo hardware quite like Nintendo.

There is a story of sorts. The Dark Moon, which keeps the local valley’s ghosts at bay, has been broken into 5 pieces, etc. and the ghosts are on the loose.  But it’s largely a superficial excuse to send Luigi into various haunted locations and perform specific objectives for Professor E. Gadd.  There are five locations, and each location has five levels, even though you’re largely in the same environments each time.  It’s sort of like a Metroidvania-type design, except that you’re whisked out of the environment once you’ve accomplished a certain goal, and when you go back for your next mission, it’s possible that the environment has changed significantly in your absence – largely because of things you’ve already done.   Levels can be replayed in their original state, however, even with your extra-high-powered gear, and each has a three-star scoring system and a hidden Boo ghost encounter.

The core gameplay loops involve exploration, environmental puzzle solving, and ghost wrangling. And as you get deeper into the game, those ghosts become more devious and plentiful. The controls are largely easy to understand, and even though they can be somewhat unwieldy at times, they generally respond quite well. You almost always find yourself doing the thing you’re trying to do.  And since there’s a lot of activity going on at any given moment, that’s very much appreciated.

And yet.

For all the obvious and appreciated care and hard work that went into development,  there are some glaring design flaws that can cause an inordinate amount of frustration.

While each level can be completed in 10 to 20 minutes, there are no checkpoints.  This means that if you die at the very end of a level – and you will – you go back to the very beginning. You will lose all the gold and hidden jewels you may have found; you will have to solve every puzzle again.  And you must finish every combat scenario again, of which there are many.  And unless you find the hidden Ghost Dog Bone in each level, which grants you an instant revive with full health, you will get sent back to the beginning if you snuff it.  The boss at the end of World 3, the clockworks level, is a 12-stage gauntlet. When you die at the 12th stage, and you find yourself returned to the beginning, you will want to murder things.

LM:DM also frustratingly adheres to an apparent fundamental “if/then” principle of gameplay design that dictates that if a game console has tilt controls, then a game is required by law to implement some sort of balance beam section. Has there ever been a fun and not-at-all annoying balance beam section in any game, ever?  Even Uncharted figured it out eventually.  But I’m in the beginning of World 4, which features tons of ice and a mine, and the balance beam section (the third such section in the game) that I just finished (after literally a dozen stupid deaths) nearly drove me insane.

Plus, some of the ghosts can be jerks.  And while that may be largely the point of the challenge, it’s not necessarily endearing.

I hate to close this thing by dwelling in such detail on the frustration I’m feeling with LM:DM, especially when there is so much to love about it, but I can’t help it. I was charmed for a long time and now I’m just angry and frustrated, and if I weren’t feeling professionally obligated to see all there is to see, I’d probably give up at this point.  I mean, I’d like to think it’ll get better in the later levels of Worlds 4 and 5, the Treacherous Mansion which boasts a kind of castle environment. But it seems rather unlikely that the game will suddenly get more forgiving.  And hey, maybe the multiplayer experience is something extraordinary – but, unfortunately, I can’t test it out yet, and to be quite honest I’m not sure I’d be inclined to try it even if I weren’t reviewing it.  (I’m not really a multiplayer kind of guy, is the thing.)

But let’s get to the heart of the matter:  is it worth your hard-earned money?  Despite my current agitation with it, the good stuff here is truly special and does a terrific job of showing off the 3DS’s hardware capabilities.  Perhaps your hand-eye coordination will get you through those challenging ghost combat scenarios with greater ease than what I had to go through, and maybe you’ll take a glass-half-full approach when you get cheaply killed at the very end of a level and have to do the whole thing over again.  Or, perhaps, you’ll end up like me, utterly annoyed that all this inventive level design and endearing animation simply ended in yet another dozen balance-beam deaths.

EPILOGUE: SECOND THOUGHTS?

After I’d written what you just read, I’d more or less given up on LM:DM.  I was stuck and banging my head against the wall, and no amount of self-imposed “professional obligation” was going to make me finish a game that I’d ceased to enjoy playing.

Well, I suppose a little bit of obligation managed to hang around despite my best efforts, because after a few days I did ultimately feel compelled to go back to it and see if, at the very least, I could get past the level I was stuck on.  And so I did some grinding on the first few levels in an attempt to get the last upgrade to the Poltergust 5000, just to see if that would do the trick.  Lo and behold, it did!  I was able to get past that one fight that was killing me over and over again, and so I kept at it.  I was able to finish World 4, and then I started plowing through World 5, and I guess I figured that that last upgrade was really all I needed to keep things moving along.  And for a time, I was glad I kept with it – World 5 has some neat level design, and some clever puzzles, and the obligatory balance beam section took place at the very beginning and somehow I managed to get past it with only two falls into the abyss.  I figured the rest of the game would be a little challenging, but nothing I couldn’t handle.

Nope.  I’m now in the last mission of World 5, and it’s (once again) a gauntlet of ghosts, but now with the added absurdity of a countdown timer.  I made it pretty much right up to the penultimate battle but got killed – rather cheaply, I might add – and now I can either restart the whole thing over again, or get on with the rest of my life.

I still stand by what I wrote.  There’s a lot of great elements to this game, and for the most part it’s a lot of fun.  But the lack of a checkpoint system makes some of these later ghost battles feel like a punishment to be endured, rather than a challenge to be overcome.  I’m willing to concede that I might lack the patience of a younger gamer to help conquer this problem. But I’m also certain what I see as fundamental design flaws will drive a lot of people crazy, not just me.

By Harold Goldberg

Paris, France: Cold. Rainy. Windy. And utterly beautiful.

Far away from the Eieffel Tower at the Quantic Dream studios, a group of journalists is watching a 45-minute demo of live gaming from Beyond: Two Souls. The homeless Jodie Holmes, played by Ellen Page, wanders snowy streets in a blizzard – until she comes upon another homeless person, who sits on the ground with an acoustic guitar next to him.

She’s starving and she needs money. For food. And, as it turns out later, for self esteem, for she has none in this supernatural thriller made by David Cage and Quantic Dream.

Down next to the homeless musician she sits, and she sings. And man, her voice. Not only is it good (and it raised five dollars for food), it reminded me of the Lower East Side back in the day, and of Brenda Kahn, in particular. Brenda eventually got a sweet record deal with Columbia and opened for Bob Dylan.

But before that there were hard times. I remember walking with her and watching her play her acoustic guitar as she sang plaintive, powerful, story-filled songs in the Village and on Rivington Street. She, or someone, would pass the hat at the end of a set. And that money would help.

And as Ellen Page sang, that was the moment for me. I kind of got choked up because it all felt real to me – Ellen as Jodie as Brenda. The moment was subtler than what we saw at E3 regarding Beyond. Rather than being action-filled, it was dramatic, painful, touching.

I hope the rest of “Beyond: Two Souls” rings true as well.

More from Paris, and an announcement about Beyond soon. Stay tuned.

 

 

 

By Jill Scharr and Victor Kalogiannis

Welcome to the NY Videogame Critics Circle’s newest feature: a videoblog recapping the week’s games journo news. This isn’t more videogame news–our members have that covered. Rather, this feature will focus on the journalists, particularly East coasters and members of the Circle. We’ll compare coverage, reporting styles, and approaches to games journalism, as well as anything else relevant to games journalists and those interested in the field.

Continue Reading »

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