Category Archives: Shooters

Post [About] Some Fxcking Cats (And Bulletstorm)

So I did this article about why despite the fact that research shows exponentially more people self-identify as “dog people” rather than “cat people”, cats are virtually the unofficial mascot of internet culture. Even weirder, I assert the cat phenomenon originated in the most aberrant and un-cute of places. Read it, will you?

It relies on the idea that culture’s like a living organism; like a cell culture, maybe, like a species, or like a volatile compound. It compensates for inertia, it evolves around environmental events, against homogeny and in response to its own weaknesses. Weird to think of ‘cat pictures on the internet’ as potential evidence for this concept, but I think it is.

Do you think game culture is evolving? Maybe “game culture” hasn’t really been “a thing” for long enough, but when I look at the way creators represent themselves in mainstream games and the way the consumer culture reacts, I just never see anything changing. Of course, the interesting changes, statements and reactions, are happening at the fringe.

There are things happening in indie culture and in those that consume it that are commentary on or responses to (or against) the mainstream. But in all other entertainment media, you can look at trends in even the lowest-common-denominator works and see that they reflect their times.

Film genres evolve as ways for people to represent and express the way they feel about the things that are happening in their world or in their society. Each period of music history has a sound that correlates to the unique circumstances of that era. Do games do this?

I find myself weirdly depressed reading Richard Clark’s Gamasutra analysis today about Bulletstorm. He, like many people (including myself, in general) is impatient with adolescent violence. The game’s lead designer himself responds in the heated and thought-provoking comments discussion to say he’s an adult catering to other adults; that having fun being immature is not the same thing as catering to teenage boys.

Some commenters seem annoyed that gloriously, silly-stupid violent games like Bulletstorm keep on getting made despite the fact that the primary negative stereotype about games and gamers is that they are silly, stupid and violent. That stereotype doesn’t just make us look weird in front of our friends and families, it results in ignorant government and legal trouble.

Yet others ask an equally-valid question: Is Bulletstorm supposed to feel responsible for “elevating the medium”? Does it need to feel guilty if people think it’s “bringing it down?” It’s just one product, one idea in a sea of many.

I had no problem with the silly-stupid sexuality in Bayonetta because I thought it was refreshingly different camp stylization, so I’m probably not in a position to complain about the visual and auditory stupidity of Bulletstorm.

I bet I’d even have fun playing Bulletstorm. I’m a hundred percent behind the idea of a statement that modern shooters, with their bald heads, sullen frowns, “gritty” landscapes and lobotomized attempts at creating “emotion” through hackish and often offensive storytelling, take themselves way too seriously, try way too hard to be “adult.” I love that the designers see Bulletstorm as a protest of that tradition.

After all, people complained about Bayonetta, I rolled my eyes and thought, “stop taking yourselves so seriously; not every video game needs to be a Good Example.” I felt that letting Bayonetta be weird and naked if she wants to be was a more positive statement than telling me if I wanted to respect myself as a woman I was only allowed to play as a turtlenecked androgyne.

I saw nothing destructive, and I was disappointed that people feeling alienated by Bayonetta prevented them from seeing what a fun, stylish freak of a game she was in.

And I still feel that way — and maybe more others would too, if exploitive shit wasn’t the rule, not the exception. I don’t really fault people for disagreeing with me and for being unable to smile much at Bay-bay-bay’s naked hair wolves. We’ve been looking at CGI boob physics for too long to be anything less than cynical and bored.

That’s probably why some of the Gamasutra commenters are uncomfortable about Bulletstorm. I could sit here and say “but Bulletstorm doesn’t look stylish, it just looks gross and childish,” but plenty of people felt that way about Bayonetta and I saw that as just a matter of taste; that mine was simply different from theirs.

So I see both sides, I guess. Most of all, I’m just bummed that this is a conversation we keep having, that big fancy new games are either so samey-same as to cause no ripple when they sink down quietly in the fast-moving river of this industry — or controversial in the same old way, over and over again.

What’s more boring — an endless parade of man-child bloodbath games, or endless circular conversations about them?

Shooter Shooter Shooter Shooter

Sometimes I get triple-A fatigue and I feel just a little tapped out. I find myself a little niche where the only gaming of note I do is on my DS. I can dump hundreds of hours into a Harvest Moon or Pokemon game and never look back — in fact, I’m not even HeartGold or SoulSilver-ing yet because I’m just focusing on Harvest Moon: Sunshine Islands. Yep, that’s about it!

These phases lend themselves to being light on blogging — at times like that, I’m glad I have my Twitter to toss quick thoughts and links out to you guys. Of course, I’m also busy as usual at Gamasutra. You know I love indie games that try to push or change the medium; I spent time with Jason Rohrer’s Sleep is Death, my writing on which you might have read at Kotaku, so just a little bit later, I caught up with the fascinating, loquacious and giant-brained Eskil Steenberg at Gamasutra to talk about his work on the impressionist-art MMO (though he resists the word “MMO”) LOVE.
We talk about how he suddenly decided to develop his own self-contained game engine and persistent multiplayer world without any significant design experience (truly, truly impressive), and why LOVE is, in his view, completely different than other games, most of which don’t interest him much.
I went to see Crysis 2 unveiled in New York City late last week, and I talked to Crytek boss Cevat Yerli about why, in a world where crappy-looking Facebook games can pull millions of users in just a few weeks (as venture capitalists are I think over-fond of pointing out), AAA graphics still matter. Last night on Jimmy Fallon (Kotaku has video), Cliff Bleszinski answered “graphics” first of all when asked what makes a blockbuster — because they “pull people in” initially, he qualified. Yerli and Bleszinski both work for companies with perhaps the largest footprints in the high-end development engine biz, so certainly they have an interest in that point of view.
Oh yeah, Bleszinski was premiering Gears 3‘s trailer, by the way. It has a lot of ashes and dust in it, kind of like Crysis 2‘s trailer. Ashes are so in for 2011! Seriously, it looks cool, though, and as Cliff says, it has female soldiers for the first time. He says that’s thanks to fan feedback.
Most of my time yesterday, however, was spent covering the latest and greatest in the Activision-versus-Infinity Ward drama, which you know I have been following in some depth for some time. As I’m sure you’ve heard by now, exiled IW bosses Jason West and Vince Zampella now have their own studio in Respawn Entertainment, and surprise-surprise, they have EA’s backing. Wedbush’s Michael Pachter told me this is the ‘ultimate screw-you’ to Activision.
I would guess the ‘ultimate screw-you’ to Activision will happen when employees of not only Infinity Ward, but of certain other studios under its umbrella who are sick of being crunched to obscene, five-years-ago levels try to get out and send their resumes to what’s likely to be a more comfortable situation. At Respawn, I would assume they put lights in the cubicles all the time, not just when the press is visiting.
But anyway, after writing about them for weeks on weeks now, it was neat to finally talk to Zampella, West and EA (read my interview!), even if just on the studio kickoff. Most people assume the two are going to lead some kind of Modern Warfare killer on EA’s behalf, although they aren’t yet willing to confirm anything whatsoever about their project. Theoretically, they could be making anything, although I’m not exactly expecting a cartoon platformer.
It’ll be interesting to see how their product is positioned — after all, anything that competes with Modern Warfare is going to compete with Battlefield, too. As Pachter said to me yesterday, the vertex of the market that would make the most sense for the pair is the future/sci-fi-ish genre, where their only major rival would be a little franchise called Halo (and maybe Killzone or something).
Shooter, shooter, shooter, shooter. Graphics, graphics, graphics, graphics. Bummer that the industry’s top talent keeps making the same kind of games. Or maybe I’m not the market. If you’re into this kinda thing, you must be going out of your head with this bounty of exciting news.
Now I return to Harvest Moon, where I will plant and pluck turnips over and over and over and over and over.