Showing posts with label dan solberg. Show all posts
Showing posts with label dan solberg. Show all posts

Monday, January 16, 2017

Top 10 Games of 2016

Before we get to the list, I've got some notable exceptions to list here. Namely, this list is only based on the games I've spent a lot of time with, and does not include certain games that I think I will like when I finally get around to playing them, such as: Final Fantasy XV, Abzu, DOOM, and Hyper Light Drifter. Still, what's here I think makes a pretty solid top 10, and paints a promising portrait of the games to come in 2017.

10. Hitman
I haven't even played Hitman, but I have watched a lot of hours of Hitman being played and it endeared me to the embedded humor in that series that the image and public presentation of the Hitman games has never let on. It's one thing for players to purposefully go against what a game expects and find something absurdly entertaining, but Hitman teases you with those possibilities at every turn and slowly, subtly lets you know that it's OK to laugh at what's going on. I always saw Agent 47 as the personification of everything that is boring about macho bald white male protagonists in games, right down to his Bansky-knockoff neck tattoo. However, in this game, the developers, or at least the people I watched play the game, played up this straight-man routine for laughs, noting the irony that Agent 47 is supposed to be a master of disguise when very few of his costumes are terribly convincing and most of the time the dude looks like the textbook definition of "assassin." When the world of Hitman is approached as an absurdist sandbox, the game not only allows for humor, but is also relieved of the constraints of realism that is so often burden creative design.

9. Furi
There's something kind of shallow and weightless to Furi, but the slickness with which it combines fighting games, dual-joystick shooters, and character action games into a fluid, interchangeable combat system is revelatory. As I noted in my review, Furi isn't a rhythm game, but the action does click with the music at times in ways that makes you feel like you've stumbled into a hidden flow state that perhaps even the game's designers didn't fully intend. This is propelled by the soundtrack featuring some electro heavy hitters (Danger, Carpenter Brut, Toxic Avenger, Lorn) composing original synth grinds that elevate the entire experience beyond what you might expect out of a "free" Playstation Plus game.

8. Inside
I have to confess that I haven't played Inside yet either (but I will! I own a copy now), but given the linear nature of the game, I have watched most of it on YouTube. I know the story beats, and I know how it ends. It's a small story in some ways, but it builds on the foundation that Playdead began with their previous game, Limbo. More than anything, Inside is oozing with production design that seems downright tactile. I confess that my interview with composer/sound designer Martin Stig Andersen may be skewing my perspective a little bit as knowing that certain heartbeats are internally recorded actual heart thumps really enriches my engagement with what the game has to offer. Granted, maybe it's not necessary to know these behind-the-scenes details for the production design to have the same effect, and if that's the case (and judging by the high praise for the game, it is), then all the more reason to pile on the accolades.

7. Kentucky Route Zero: Act IV
Kentucky Route Zero's fourth chapter was perhaps its most anticipated. There was the longest gap between acts so far, and Act III set an incredibly high bar for emotional resonance, thanks to the character Junebug's devastating musical performance. Act IV doesn't play into the hype, instead keeping matters low-key and opting to send the hapless crew drifting downriver with less of a stated objective than a curious aloofness. All of the aesthetic trademarks are here: caves, obsolete technology, magical quirk, whiskey. The result makes less of an impact than Act III, preferring instead to literalize the importance of the journey over the destination that the series' performative play has been hinting at this whole time. As an aside, don't wait until the final act is out to start playing Kentucky Route Zero, lest you remember everything a bit too clearly.

6. Pokemon GO
A lot of folks seem to be acknowledging Pokemon GO begrudgingly, as if its mere status as a phenomenon should be enough to laud it critically. I happen to think the game deserves the praise. It's certainly not perfect and I agree with most of the criticisms that have been leveled against it, but they aren't enough to fully dampen the entertainment I've been able to wring out of this thing. I love booting the game up from my house and seeing if my yellow team still holds the gym housed in an abandoned caboose down on the train tracks, and taking it over if that's not the case. It's made me territorial of the area around my house, which is a place where, as was made starkly clear this election season, I don't see eye-to-eye with a lot of my neighbors on a lot of things. I'm only renting my apartment, but my team owns that gym, and I intend to keep it that way. Also, here's a pro tip: rename your Pokemon; the game is at least 3x more enjoyable when Bosco, Doug, and Drippy are defending your turf instead of the hundredth iterations of Arcanine, Snorlax, and Vaporeon.

5. Slither.io
I can't stop playing Slither.io. There's not that much too it, but I think that's part of what I like about it. It's deceptively simple in the way you play the game, but there are enough analog components that keep it from being something you could win with a spreadsheet. For the unfamiliar, Slither.io is like a large-scale multiplayer version of Snake (you know, that game you could play on a graphing calculator), except instead of not running into your tail, you can't run into anyone else's, and everyone else is trying to make you do just that. Some may consider it a secondary sibling to Agar.io, but I find the strategy in Slither.io more dynamic and the customization options less troll-prone. There are more options at your disposal, even as a tiny snake, than in Agar.io. In Slither.io, even the big snakes need to be on guard as one false move is an opportunity for even the smallest snake to turbo in front of you and end your run. You have to adapt strategies as you go, judging your environment and the risk/reward of heading into crowds. In fact, playing it safe as a big snake gets really boring, playing off your natural temptations to break form and take a dare.

4. AM2R
It turns out Metroid II is actually a pretty cool game, especially when you don't have to play it on a Game Boy. Joking aside, I was genuinely surprised by how much I enjoyed AM2R's take on Metroid II. The fan remake is the same basic game structure as the Game Boy original, but with graphical enhancements and a few tweaks and additions here and there. Samus is on an extermination mission to kill every last metroid, which is a horribly dark premise for those of us who are metroid sympathizers out there. However, the mutant metroids in AM2R don't go down without a fight, and the little stinger sound that plays every time one soars into frame had me jolting in fright more times than I'm willing to admit. Structurally, the game isn't all that different from other exploration-heavy Metroid titles. You still need to acquire certain items to open specific doors and traverse one obstacle or another. It's ironic to think about AM2R (literally Another Metroid 2 Remake) as just another Metroid game, but hey, those games are really good and this is a very good one of those. It just happens to have been put together by a fan with a copy of Game Maker, not Nintendo.

3. The Last Guardian
I'm still making my through The Last Guardian as of this writing, but it's left a serious impression on me. It's the sort of impression that I hoped for a long time that the game would have, but feared for just as long that I'd be let down. The way Trico, the adorable chimera, plays off of the way that I understand what my cat is trying to tell me, is pretty remarkable. Sure, I occasionally look to Trico for "videogame clues," as to what to do, but just as often I respond to the digital creature in the moment. What does it need or want? What is it trying to say? Does it actually like me or is it just using me to help it get where it wants to go? And like my cat, those answers don't seem entirely black and white. My cat might be independent and standoffish most of the time, but catch her in a particularly sleepy mood and she'll cuddle next to you on a blanket. Trico's communications are similarly non-binary, and in an environment that basically asks if the puzzle is solved or not, having those organic moments of observation and connection provide a very uncommon oasis.

2. Thumper
Ever since I played a demo of Thumper in a suffocating Airstream trailer, I've been sold on it. Actually, scratch that. Ever since Brian Gibson and Marc Flury coined the term "rhythm violence," I've been sold on Thumper. The game makes simple button presses have visceral impact. I honestly don't have too much to add that I didn't say in my review, but Thumper is a game I find myself coming back to with relative frequency. It's a game that had the guts to ask you to memorize an original score (and it is not your typical score) instead of reciting a pop/rock chart-topper. The result is a game that is about reflexes and finding patterns and discovering and internalizing where those patterns break formation. There can be a flow to Thumper, but more often than not, the game pushes against the limits of flow. It becomes a rhythm highway as survival game. With practice, you might find the music, but until then you'll be lucky just to stay alive.

1. The Witness
No game so thoroughly absorbed my attention and charged my desire to unpack its dense array of symbols, quotes, and puzzles as The Witness. I solved every puzzle in the game (thanks to some hints online) and only wish there was a Zelda-like second quest with a rearranged and remixed version of the fantasy island. There's just so much richness on display; the design is as lush as the banyan forest with all of those bridge puzzles. I mentioned in my review that I wasn't sold on the implementation of the audio-logs, and I still maintain that stance, but I can at least see, on paper, where they seem like a good idea. After all, my argument wasn't that the audio logs were bad so much as redundant and ham-fisted. The truth is that all of those highfalutin concepts are present in the design of the island and its puzzles, and they communicate those ideas with more grace than a pedantic lecture. So, I don't bring them up to complain about the game, but to show how sophisticated The Witness' construction is that it is able to translate these complex theoretical notions into the rhetoric of its systemic framework. Art, scientific fact, the human condition; these are subjects better left as subjective considerations and contextualized platforms for individual thought. The Witness' island does this, and I'm hard pressed to think of any game that's done it better.

Tuesday, December 30, 2014

2014 Year-End Wrap-Up


Even though I've been preoccupied with teaching art to college students, I've still spent plenty of time playing games this year, so I wanted to rundown a quick top 10 list of games that were released in 2014 that I enjoyed quite a bit.

1. Gran Turismo 6 (PS3)
2. Kentucky Route Zero: Act 3 (Mac)
3. Nidhogg (PS3)
4. NaissanceE (PC)
5. Terra Battle (iOS)
6. Mountain (Mac)
7. FRACT OSC (Mac)
8. Threes! (iOS)
9. Sportsfriends (PS3)
10. Desert Golfing (iOS)

Obviously I missed some games from this past year that a lot of other people are talking about, but this is the best of what I actually played. Honorable Mention to Crossy Road (iOS) and The Fall (Mac).

However, there were some other amazing games that I played this year that were released prior to 2014, and I'd like to acknowledge those in no particular order.

Gone Home
Antichamber
Mass Effect
Bayonetta
The Last of Us
Dyad
Pac-Man CE DX+ (again)

Finally, I'm not going to do a rundown of all the best things I ran on this blog, but here are a few of my favorite pieces I wrote for Kill Screen this year.

Vib-Ribbon and Obsolete Relevance
Emergents - Lilith
Changes at Games for Change
Light, Shadow, and the Beauty of NaissanceE
Genre Study - The Evolution of Music Games

Here's to more great things to come in 2015! Happy New Year!

Monday, August 25, 2014

Blips: Previously On...


Sources: Charting the edges of avant-garde videogames, Keeping the Cold War quiet in CounterSpy, Twitch gears up to conquer the final frontier: mobile
Author: Dan Solberg
Site: Kill Screen

Just wanted to pop in and quickly plug three (!) articles of mine that popped up on Kill Screen the past couple days. First is a feature on DePaul professor Brian Schrank's new book Avant-garde Videogames, which frames experimental games in an art historical context. The chart above is an image from the book, detailing the categorical field that serves as the basis for many of the book's chapters. As you'll find out from my article, I think it's a tremendously useful book, especially for someone looking for that art context. I have so many avant-garde games to seek out now that I had never even heard of before.

Next up is a review of the Cold War-inspired side-scrolling stealth game CounterSpy. It's a game I quite enjoyed, but found the design to be pretty unforgiving if you don't play it very well going into the final run-up. It's stylish as all get out though, and now that I've got a handle on what to watch out for, I'm actually pretty eager to dive back in and play through again. I do wish that you could hide incapacitated guards and avoid firefights more frequently that the game allows. It is supposed to be a stealth game after all.

Lastly is an article about Twitch's mobile broadcasting aspirations. This article was written a while ago, but other bigger Twitch news kept popping up. Glad it finally got out the door because mere hours later, the Amazon buyout news hit. I think the challenges of bringing broadcasting tech to mobile platforms is pretty interesting, but I wholly expect the story to get buried amongst all the other news surrounding that company. Ah well, maybe someone will click it by accident.

Monday, August 4, 2014

Blips: Television X


Source: Revisiting the gxTV, a “television for gamers” from 1997
Author: Dan Solberg
Site: Kill Screen

One aspect of video games that often gets overlooked is the TV. We tend to focus mostly on what happens on a screen and occasionally delve into the physical act of interaction on the part of the player, but almost always ignore the device that houses the screen, the object we perform in front of. To some extent, this is because TVs are seen, more or less, as constants. It's assumed you have a TV if you're playing video games because you can't play them without one. But different TVs provide different play experiences, both on a technical level and an intertextual interpretive level.

My most intense, most free time spent with video games was playing them on a gxTV in my bedroom during middle school and high school. The gxTV was billed as a "TV for video games," which meant that it provided a particularly appealing platform for games (especially in the audio department), but also that it was not meant to be the primary family television. Thus, the gxTV was mine and mine alone. It was in my room and it's unique style and functions made it non-interchangeable with other TVs in the house. Other TVs are just plain boring, even moreso with modern TVs that seek to hide that the device is anything but a magic floating rectangle.

It was with this nostalgia and profound appreciation for what the gxTV was and is that I wrote the above-linked article, detailing what made it special to me and in the industry. Also, I wanted to share some more pictures of the gxTV that didn't make it into the article because my mom was kind enough to take them for me, and I think they're pretty great. See below:




Monday, July 14, 2014

Blips: Crowdplayed Out?


Source: Was Twitch Plays Pokémon an anomaly or the way of the future?
Author: Dan Solberg
Site: Kill Screen

My apologies for the extended absence on this blog, but moving halfway across the country will shift your priorities around for a while. But now things are near back in order and actually looking quite promising. With any luck I'll have some exciting announcements forthcoming on Low Cutoff in the near future. Until then, let's get to the blips.

Gonna lead this off with a story of mine that was published on Kill Screen during my hiatus. It's about Twitch Plays Pokemon and the phenomenon of crowdplay. I'm not convinced that crowdplay is the way forward, but I do think it could be a way forward for thinking about play structures on a larger, sociological scale. Many of the tools being put in place to make crowdplay development tools more accessible feel aimed at recapturing TPP's energy, but I'm sure there will be folks who get their hands on those tools and use them to totally subvert that system in interesting ways. Thanks again to the people at Overwolf for contributing to my piece.

Wednesday, June 4, 2014

Blips: New York's Finest


Source: The NYU MFA Showcase was not your average student art show
Author: Dan Solberg
Site: Kill Screen

Just putting out a bit of self promotion here: I covered the recent NYU Game Center Student Showcase for Kill Screen, and I got to play a ton of inspiring games and talk to some cool people. It was my first MFA games show, and it was pretty fun. I'd definitely attend another.

Anyway, so I ended up leaving some of my personal experience with NYU Game Center out of the article because it wasn't the proper tone, but part of the meaning behind that opening line about a lot changing in two years is that it's also the length of time I've been living in New York City. My time learning my way around the boroughs and trying to build up some kind of games coverage portfolio ran parallel with the the Game Center's debut MFA class that just graduated. Throughout the past two years, I've attended a bunch of video game events (many of them Game Center related), held all over the city, and actually got a feel for what a cultural community around games can feel like. I came here for art, but what I ended up getting the most out of NYC was games, and I think that's a testament to the openness and inclusivity at work in New York's gaming scene. Not to say that video games in NYC is a homogenous entity, but there are definitely common threads.

Now I'm getting ready to leave town, head back to the Midwest and teach art. Having spent two years in New York immersed in games, and the 2.5 years prior in DC working in informal education, I've never felt more prepared to enter the austere world of collegiate art education and try my best to offer an alternative experience to my students. When I came out of art school, I hoped, like many of my classmates, that I could find work doing something, anything that was remotely connected to art, knowing that being a full-time artist is just not in the cards. I feel tremendously lucky in this regard (despite my inability to land an art museum job in NYC, though I've interviewed at most of them) that the experiences I've had have led me to be so uniquely prepared for my position this Fall. I've spent a lot my time in NYC cursing this place, but the gaming community here was always a bright spot, and it made my stay here something I truly value.

Wednesday, May 14, 2014

Blips: VR, KRZ, G4C, etc.


Source(s): When will Games For Change actually change / Road to Two5six: Tamas Kemenczy
Author: Dan Solberg
Site: Kill Screen

This has been an active week for me on Kill Screen. First off, there was the piece that I wrote about this year's Games For Change Festival, a conference in the midst of self-critique. This was my third time attending G4C and found that some of the more critical talks and opinions were the ones that resonated with me the most. It was my hope that I presented this information in a way that seemed like a fair critique of a system that appeared open and welcoming of critical feedback. I'm also glad I was able to include some quotes from G4C President Asi Burak and I'm thankful for his willingness to contribute.

Next was a short profile of Kentucky Route Zero developer Tamas Kemenczy. Having just completed Act 3, I was extra excited to dive into what exactly makes KRZ tick. While some of my original speculation about the game being grounded in studio art practice did not end up bearing fruit, the rejection of these formalized categories was enough on its own. I'm a recent convert to KRZ, playing it for the first time in preparation for this piece, but I've come out of the experience a staunch advocate for what it's doing with the video game form.

I was assigned the Kemenczy piece because he's speaking at Kill Screen's Two5six conference on Friday, which will also see the launch of Kill Screen's latest print issue. I'll write a separate post once the magazine is freely available for purchase, but the theme is virtual reality, and I wrote a piece for it comparing the democratizing potential of Oculus Rift to that of the original video camcorder, the Sony Portapak. It will be Kill Screen's most focused theme so far, so I'm curious to see how it all turns out (I'm optimistic). They're having a free launch party after the conference where they'll be giving out copies, if you're interested.

Wednesday, April 23, 2014

Blips: Musically Inclined


Source: FRACT OSC isn’t a synthesizer or a game. It’s both
Author: Dan Solberg
Site: Kill Screen

I reviewed FRACT OSC for Kill Screen this week, which is a first-person exploration/puzzle game that also leads you through the basics of producing music with a synthesizer. The "game" part is sort of a combination of TRON, Metroid, and Myst where each puzzle you solve, unlocks a new component of your synthesizer studio. That you can go into the studio and record music that kind of sounds like the beginnings of Kraftwerk sketches is pretty cool in it's own right, but I loved that the puzzles drew inspiration from the step-sequencer as well. FRACT's not perfect, but it's definitely worth checking out, particularly if you're adept at these kinds of puzzle experiences. While there's a learning curve to the studio portion, the exploration component offers little guidance, and thus is more attuned to players who are already adept with this sort of gameplay.

For full disclosure, the developers granted reviewers access to a walkthrough video of many of the game's puzzles, and I referenced it on a handful of occasions, either as a time-saver or because I was genuinely stuck and on a deadline. As I mention in the review, there's a certain irony to the diametrically opposed learning curves of the studio and puzzle sections. So, while I enjoy a good heady puzzle game, I think some of the visual language of FRACT could stand to communicate certain interactive points a bit more deliberately or perhaps other aspects of the world could be a bit more playful. Surely I can get some kind of synth to emerge by waving the cursor over a pillar of neon. Alas, there's always Proteus for that.

Wednesday, April 2, 2014

Blips: Raggedy Dismount


Source: Why are ragdoll physics so funny?
Author: Dan Solberg
Site: Kill Screen

In my most recent piece for Kill Screen, I focused my thoughts about the virtues of physical comedy in video games onto one particular element: ragdoll physics. Essentially, when game design moved into a polygonal 3D space, a more realistic physics engine was also needed to make characters and objects more reactive to one another –more able to negotiate and interpret contact and what occurs afterward on a relational basis. Since many games still had such a large emphasis on killing enemies, death animations we actually rather prominent. Ragdoll, where a regular human figure turns into a boneless, floppy mass, was born out of this situation. Though ragdoll has gotten better over the years, it still often shows its flaws in moments where body parts can't find a settled resting place and spasm in perpetuity.

Finding humor in all this is definitely morbid, but ragdoll animations are so ridiculous, it's kind of difficult not to laugh. Lucky for everyone, games that focus primarily on ragdoll humor are more prominent than ever. I looked at Turbo Dismount for my article, which is basically the premise for a series of fatal Jackass stunts, complete with variable ramps and obstacles to hurl your crash-test dummy protagonist against. That said, I do think the scoring system in Turbo Dismount works against its humor to a certain degree. The funniest crashes aren't necessarily the highest scoring ones and repeating a level over and over to try for a better ranking eventually dulls the joke's edge. While there is still some good laughs to experience playing dedicated ragdoll games, I think my favorite instances of ragdoll are usually when they pop up unexpectedly in games that aren't trying to be funny.

Friday, February 14, 2014

Blips: Grayscale Dreams


Source: The beguiling, sketch-like beauty of NaissanceE
Author: Dan Solberg
Site: Kill Screen

My latest review over on Kill Screen is for NaissanceE, a very cool exploration/puzzle game from Limasse Five. In the review, I make the comparison between the game and a pencil drawing lesson, seeing as how both place such a large emphasis on the gradations of light and shadow on simple shapes. Of course, NaissanceE, does this on an architectural scale, which doesn't necessarily convey the feeling of a still life so much as a spacial ambiance, but I do think my analogy fits pretty well overall. NaissanceE is a moody game that had me taken aback by its beauty on a number of occasions.

Crazily enough, for a game that doesn't have much in the way of intricate textures or AI, I did run into some technical problems with NaissanceE on my meager laptop setup, so be forewarned there. The game's Steam page lists a set of minimum recommended system settings, so I imagine you can avoid my issues there by just meeting those standards. It was the first time I'd run into a progress-stifling bug/glitch/hiccup (whatever you want to call it) in a game, and there was a time that I was at a bit of a loss as to what to do about actually reviewing a game that I could not physically experience for myself. Luckily one of my fellow writers was able to shoot a save file from past my trouble spot my way, and everything was gravy from that point on. Sometimes I take it for granted how much I rely on the stability of console hardware for games, but increasingly I'm drawn to a lot of stuff on the PC, so I think this might finally be the year I put in for an upgrade. We'll see.

In the meantime, give NaissanceE a shot, won't you.

Monday, February 10, 2014

Blips: Big Tunes


Source: When you’re playing Titanfall, something might sound different. Here’s why
Author: Dan Solberg
Site: Kill Screen

Last week, Kill Screen published a profile I did on Stephen Barton, composer on Titanfall. I went into this piece looking to learn about the analog recording process he used, since that sounded pretty unique for a video game score where everything just ends up in digital form anyway. While we did touch on that stuff, the primary angle ended up being how he used digital and analog sounds to distinguish the game's two opposing forces. It wasn't an even split between one side being pure analog or digital, but the resulting sounds frame it this way just the same.

Typically these kinds of video game scores aren't my bag, sounding to alike to one another and never something I'd want to listen to outside of the game context. But I think I'm being too dismissive since the reason many of these scores don't resonate for me is because I'm not typically invested in the games. Titanfall does seem interesting though, and potentially more fun than the always-dying nature of so many online shooters. I am a big fan of these atonal orchestral/digital mash-up noises that are so popular these days too, which make for a perfect match to Titanfall's mechsuit aesthetic. So yeah, this ended up being one of those pieces where I came away a little more open-minded than how I went in, which always feels good.

Monday, January 13, 2014

Blips: Blue Book Value


Source: Gran Turismo 6 is the racing game of our dreams
Author: Dan Solberg
Site: Kill Screen

OK, I'm a week delayed getting back to regular posting, but give me a break, I was driving through the polar vortex. Speaking of driving, I've also been playing quite a bit of Gran Turismo 6, and wrote a review for Kill Screen (check out their fancy new website too). It's a very good game.

The big thing that ended up being left out of the review was how GT6 handles microtransactions, an element that I was concerned about going in. Well, turns out there's no real cause for worry as Polyphony all but hides the real-money marketplace from you. It's a totally irrelevant factor in the game unless you explicitly seek it out, and the game never pushes you to do so. While I applaud this approach, I also wonder how much this diminishes potential profits. It's a smart design choice seemingly made at the expense of contemporary financial sense. Heck, while Forza allows you to pay something like double the price of the game in DLC, GT6 is giving it up for the initial price of admission and still offers more vehicles and tracks than its Xbox rival.

There's something desperate about GT6 too, provoking the thought that because the game is only available on an "after-market" console, that the developers needed to offer more than usual to encourage players to keep their old machines plugged in. The result is that GT6 presents an argument for itself that's extremely convincing and comes off as a product of its time and circumstance more than most. To play Gran Turismo 6 now feels like taking advantage of a tremendous deal, and as much as I'd hope Polyphony would continue these practices come GT7, I have my doubts. So I say, get in on the action now before the microtransactions and DLC inevitably rear their heads once Gran Turismo goes next-gen. I'd love to be proven wrong here.

Friday, December 20, 2013

Low Cutoff 2013 Round-Up


This will be the last Low Cutoff post in 2013, and what a year it has been. Though Low Cutoff has archived posts that go back a few years, the site itself was launched little more than 12 months ago. With the addition of Blips, I've been publishing stories every weekday (with exceptions, of course), which has been a wonderful practice to maintain that both keeps me on top of current happenings, while also forcing me to write something everyday. Here are some of my favorite posts from 2013:

Unfit For Consumption
Ever-Present: Proteus (Mac) Review
Half-Tucked: Uncharted: Drake's Fortune (PS3) Review
Selfish Superhero: inFamous (PS3) Review
Blips: New Media Literacy
The Remake Impulse
Bonus Feature: Interview with Miasmata Designer, Bob Johnson
Blips: The ____(name) of ____(medium)
Retro Blips: Critical Void
Blips: A Gran ol' Time
Blips: Buyers Market
Blips: Antagonist Gamer
Blips: Press X to Rosebud
Blips: The Artist's Dilemma
Blips: The Ludonarrative Dumpster
Bonus Feature: Interview with Pippin Barr
Development Hell: Crypt Worlds (Mac) Review
Blips: The Age Of Games Is Upon Us
Gotcha!: An ARG Story
Blips: Hidden Fortress
Blips: Indulgence
Blips: Video Games: Legacy: Origins
Blips: Platform Exclusive

Additionally, my work also appeared on a few other sites. Here were my favorite freelance stories from 2013:

How the magic sounds of Proteus are making their way into the real world (Kill Screen)
Completely Hands-On (Unwinnable)
Twilight Crossfade (re/Action)
Inside the videogame version of the Marina Abramovic Institute (Kill Screen)
Real Simulation, False Prophecy (PopMatters)
The Stanley Parable Review: A Review of The Stanley Parable (Kill Screen)
How an artist turned Shadow of the Colossus into a rumination on chance (Kill Screen)
The PlayStation 4: A Review in Four Parts (Kill Screen)
The top 10 worst buzzwords of 2013 (Kill Screen)

As far as actual games go, I don't have a list of 10 games that were released this year, but I will mention a few that I played this year that I really enjoyed:

Miasmata
Proteus
The Stanley Parable
Pac-Man CE DX+
Crypt Worlds
Braid
WipeOut HD Fury
Gran Turismo 6
Money Idol Exchanger
Slave of God
SimCity 2000
World of Glue 

I'll be doing a "best music" list over on the old Gold Skulltulla blog, so keep a lookout for that. Otherwise, see you in 2014!

Tuesday, December 17, 2013

Blips: Bad Words


Source: The top 10 worst buzzwords of 2013
Author: Dan Solberg
Site: Kill Screen

My list of horrible video game buzzwords from the past year is up on Kill Screen. Consider giving it a look. It was a fun list to make because it allowed me to write jokes about dumb PR phrases while also venting a bit about the ways certain industry terms are used outside of upper management corporate strategy meetings. Spoiler: "content" the my number 1 worst buzzword this year for exactly that reason. I guess people are averse to using "product" now; perhaps it references the market too directly? I don't know, but "content" is just "product" for Millenials.

The other buzzword I was considering including was a perennial favorite, "fun." In 2013, it felt like "fun" came under fire more than it had previously, thanks in large part to critical breakdowns of what the term actually means in the context of video games from Ian Bogost and Leigh Alexander. It's similar to the way "beauty" was tied to the value of art for a very long time. All of a sudden there were painters and sculptures creating works that were not conventionally beautiful, works that could be a bit uncomfortable to hang over the couch, yet they were incredible, moving works of art. The need for games to be "fun" is likewise a limiter on what's possible in the medium as well as potentially constraining of what "fun" can mean. This is not meant to condemn fun games (after all, who doesn't enjoy having fun?), but rather to acknowledge what's actually being said when the "fun" descriptor is thrown into the mix.

Friday, December 6, 2013

Blips: Little Shooter, Large Scale


Source: Resogun is shiny, but it is not new
Author: Dan Solberg
Site: Kill Screen

My PS4 launch coverage comes to a close with my review of the side-scrolling space shooter Resogun. There's a lot to like about the game, which takes plenty of cues from old arcade games and previous revivals of said arcade games. As someone who simply enjoys space shooters, Resogun is a well made one of those, but one that ultimately feels like it's drawing much of its praise from the void it's filling in the PS4 launch line-up. Would anyone care about Resogun if it were released 6 months from now? I'm sure it would find a niche audience, but there's nothing like essentially being a pack-in title for a new console to attract some eyeballs.

That said, most arcade revival successes are cases of right place, right time (in addition to being solid games, of course). Geometry Wars is the shining example here, not only debuting with the Xbox 360, but also essentially introducing players to a new downloadable "arcade" platform, which proved to be a huge hit. That said, Resogun doesn't quite match the perfect pitch that Geometry Wars achieved. And while Geometry Wars was certainly cool looking, it didn't come off as a game that was really pushing the new hardware. Resogun can feel like it's trying a bit too hard here, with it's explosions of infinite voxels, as if it's trying to prove that the game could only exist on a machine as capable as the PS4. Kudos to Resogun's developers for excelling under the weight of all of that pressure, but ultimately that game is punching above its weight class.

Monday, December 2, 2013

Blips: Bad Boys


Source: Need for Speed Rivals turned me into a feckless asshole
Author: Dan Solberg
Site: Kill Screen

I lucked into playing Need for Speed Rivals on PS4. After several requests for a PS3 copy of the game fell on deaf ears over at publisher EA, I had resigned to not playing the game in advance of its release. However, when I picked up a PS4 for Kill Screen at Sony's review event, Rivals was among the games included in the package I received. This was surprising as well because everyone else seemed to walk away with a copy of Assassins Creed IV instead, which was part of the official list. Maybe they ran out of Assassins Creed; I don't know, but it was a pleasent convenience for me that I happened into a game that I was assigned to review instead of having to hunt one down later.

The link above is to my review of said driving game, which I found tremendously fun at times, but ultimately a game that undercuts itself. The cops and racers dynamic is imbalanced, and the multiplayer is too sparsely populated and difficult to communicate with other players. I felt a bit childish playing a cops and robbers game with such a juvenile storyline too. The PS4 launch in general carries this whole "toys for boys" vibe that is actually a little off-putting, both from the assumed gender roles angle and the aura of immaturity. I realize "play" is about letting loose and not necessarily acting your age all the time, but it's different when you can feel that targeted message beckoning you to do so.

That got a little dark, sorry. Check out my Need for Speed Rivals review for the full scoop on the game and why I compared its story to a Dadaist poem of Fred Durst lyrics.

Thursday, November 21, 2013

Blips: Your All-In-One Entertainment Hub Again


Source: The PlayStation 4: A Review in Four Parts
Author: Dan Solberg
Site: Kill Screen

I wanted to sneak this plug in before the Xbox One launch. I was lucky enough to get to review the PS4 for Kill Screen, which I had no idea would be the case when I volunteered to go to a PlayStation event last week. At the review event, I sat through some hardware and UI demos before making my way to a dozen or so game rooms. I played The Witness, Octodad, Tiny Brains, Child of Light, Need for Speed Rivals, Infamous: Second Son, and Hohokum, among others. It was great to talk to developers and meet some folks in person that I'd only spoken to through other channels. It was a wonderful opportunity for me because I was there "reviewing" the PS4 from a more aesthetic angle, as if it was an art object. At the end of the event, I picked up a PS4 on behalf of Kill Screen and was able to spend a few more days with it before returning the unit to the office.

Soon, it became clear that I could actually write a real review of the machine, and that was the approach that made the most sense. However, I'd read some other hardware and OS reviews, and most of them are total slogs to read. Even despite Polygon's pretty layout, the text reads cold, as if written by committee. I wanted to write a hardware review that wasn't about covering every aspect of the machine, but got to the essence of what it does and how it fits into my own lifestyle. That I ended up dividing my PS4 review into 4 parts was total coincidence, but worked out pretty nicely. Anyway, I like the PS4; it's a better console than the PS3, but there's nothing I'm dying to play on it yet. Someday I'll probably want one for myself though.

Monday, November 18, 2013

Blips: Little Launch


Source: Inside Tiny Brains, the tiniest PS4 game so far
Author: Dan Solberg
Site: Kill Screen

OK, let's kick off a new week with a bit of self-promotion, shall we? As part of the PS4 hoopla, I got a hold of the devs over at Spearhead Games who're working on the launch game Tiny Brains. I wrote a mini-profile (no pun intended) of the indie studio as a small team with a big opportunity. Tiny Brains was a Day 1 launch game when I first started talking to them, but got pushed back into the "launch window" soon after my interview. The game itself seems like a blast; I got to play it for a bit at the PS4 review event in NYC last week. It's a four-player local or online multiplayer game where you take on the roles of four lab animals with superpowers, running through bizarre testing chambers. It's an action puzzle game where everyone needs to work together to succeed. Check out the full piece to read more about what it's like to be an indie studio developing a next-gen console launch game.

Monday, November 11, 2013

Blips: Looking Back


Source: Lilly Looking Through is a flight of fancy that keeps you wondering
Author: Dan Solberg
Site: Kill Screen

I reviewed the cute point-and-click adventure game Lilly Looking Through today for Kill Screen. It's a game that was born out of a Kickstarter campaign and has really smooth, lovingly crafted character animation. As I detail in the review, Lilly Looking Through is the video game equivalent of a short storybook. It doesn't take a long time to play through, and focuses on some brief instances between characters in fantastical settings without developing a conventional arc. I ended up liking it, but it also doesn't seem like a game that will stick with me. I didn't grow up playing a lot of these kinds of adventure games, so the genre has never really had its hooks in me, which is funny because first-person adventure games have been my bread and butter lately; can't get enough of them.

I think if you're in the mood for an interactive storybook, there's definitely some appeal in Lilly Looking Through though. I must admit that the underwater/colored tubes puzzle had me a bit stumped, and I solved it by just clicking things at random. I don't know if that's because the puzzle design is confusing or if that one's on me, but it was an instance where the game's animation priority kind of got in the way. I did think some of the steampunk machine design was neat looking though. Anyway, feel free to check out the review to see more. Thanks for reading!

Thursday, November 7, 2013

Blips: Give 'em a Chance


Source: How an artist turned Shadow of the Colossus into a rumination on chance
Author: Dan Solberg
Site: Kill Screen

I'm elated that my piece on artist Oliver Payne's exhibition at Herald St in London has finally been published. Payne's show opened way back in February of this year and features a video of an installation with Shadow of the Colossus being played on two monitors simultaneously. Using video games in artwork is not an easy thing to do without the result coming out as pandering or nerdily out of touch, but this piece was much better than that. I contacted Oliver in April and we slowly exchanged emails throughout the summer (luckily I didn't have a deadline!). Finally I had enough to go on to complete my article, which was submitted in August, but seeing as it was about an art show that closed 6 months ago, featuring an already-thoroughly analyzed PS2 game, it was justifiably not top priority.

But hey, now it's here, and you can read all about the artwork's John Cage influence and how video games take on chance aesthetics, for yourself. Thanks for reading!