/In re: Rick Reilly’s Terrible, Horrible, No Good, Very Bad Defense of the Washington Redskins

This pretty much sums it up.

This pretty much sums it up.

Rick Reilly, a columnist for ESPN, recently posted an op-ed defending the name and mascot of the Washington Redskins. Read it, ye mighty, and despair. Kissing Suzy Kolber’s response is funnier and more biting, but David Zirin’s offers more salient counter-examples. Read both for a full picture of just how misguided Reilly’s column really is.

It’s not even that there should or shouldn’t be a controversy about the name. It’s that Reilly’s column doesn’t show a hint of nuance, context, or understanding of how race and culture actually work. His position is odious, but it’s also badly and inconsistently argued.

A few things that I haven’t seen mentioned (yet) in the collective Internet’s swift excoriation:

Continue reading

/Twerk: Busy Badgers

Some badgers just want to watch the world burn.

Some badgers just want to watch the world burn.

Freelancing full time means that I’ve had to move away from — or at least spend less time on — the kinds of bizarre-o criticism and essays I cut my teeth on. My professional career started at the Sewanee Review, for example, and it’s not every Gears of War piece that opens with a T. S. Eliot epigraph.  Until recently, getting weird was my go-to critical lens, where “weird” means anything  besides consumer-facing previews and reviews.

Instead, in an effort to flex some under-used muscle (and also feed myself) I’ve been reviewing a lot, with a brief Icelandic séjour to cover CCP’s Fanfest.

Continue reading

/Twerk: All the Things

Year Walk

It’s been almost three months since my last linkdump: I’ve had a few interesting pieces posted at my regular haunts since then and managed to creep into some new outlets, too.

Continue reading

/Twerk: Machinarium, Borderlands 2, content degradation

Liara

I’ve been busy lately — I started a triweekly column (that is, every three weeks) at Bit Creature and had a piece published at Unwinnable.

Continue reading

/Scraps: Master of Dungeon

From earlier this month, here’s another review, forever damned to un-publishability, of  a game that I didn’t care for: it’s not bad, but it’s not inventive or interesting or engaging, either.

While unwieldy, Master of Dungeon‘s  title can be forgiven: it’s descriptive and accurate — this is, in fact, a dungeon-crawling RPG. And the specific misuse of English gerunds in the game’s marketing (“Feel the thrilled battle of beating!”) marks it as an Asian product (in this case, South Korean), even before the chibi-sized sprites drive the message home.

Master of Dungeon‘s choppy syntax may be part of its Engrish charm, but in a game with so many systems at play, it’s a nuisance. There’s an in-game economy, of course, with a handful of merchants and mongers in a hub town hawking wares, but there’s also item crafting and deconstruction, two different upgrade systems, and an expansive in-app purchasing scheme. There are two problems here, the first of which is that the writing in Master of Dungeon is butchered badly enough to render any tutorial or instruction inscrutable — the only way to get the hang of these mechanics is repetition and trial and error.

Continue reading

/Scraps: Kids vs. Goblins

Sometimes, the things you write don’t get published, and they languish in some site’s CMS like a forgotten doll. This is one of those times, from March: a review of an iOS game I didn’t particularly like but found interesting in terms of execution.

Goblin anatomy

The funny thing about Kids vs Goblins  is that it understands something vital about Pokemon that sham companies and cloners like Qeab haven’t taken the time to grasp.

Kids vs Goblins differs wildly in form and function from Nintendo’s oddly prolific pocket monster sim, but it nails the conceit: in the same way that Pokemon sanitizes and bowdlerizes  cock fighting, Kids vs Goblins whitewashes its dingos-ate-my-baby narrative about cannibalistic goblins and the fact that its stars a ten-year-old with a spiked warhammer.

Continue reading

/Scraps: Soccer as Street Fighter

I wrote this several years ago as a scattershot attempt to address some of the questions that would later be used as the basis for an interview with Aaron McHardy, lead FIFA designer at EA Canada, published by Paste Magazine last month.

It’s unfocused and weird, but I figured I may as well share.

I mained Sakura for a while in Super Street Fighter IV. Underpowered, but so fun and fluid.

Sakura

Sports games occupy a strange and troubled position the games industry’s caste system. They’re generally reviled by the self-identified hardcore, despite selling well and representing one of the few examples of traditional games left in the industry. Games demand multiple players following the same sets of rules, a test that, say, Call of Duty’s single-player campaign fails.

Real-time strategy  and fighting games pass this test as well as sports games do, but series like Madden and FIFA are the most visible and well-marketed example of traditional gaming.

It’s also worth noting that the nascent mixed-martial arts genre—no doubt standing on the back of the professional wrestling games that blossomed during the mid-1990s—effectively blurs the line between the fighting and sports genres. This seems pretty obvious.

A subtler observation: sports games can act as fulcrum of design a whole.

Here, I defer to Margaret Robertson, who prompted my line of thinking almost three years ago:

Here’s a game design conundrum for you: what do Halo and football have in common? . . .

Continue reading

/Scraps: FC Barcelona

This is the introduction of an essay I wrote that would later become the piece published in Paste Magazine last month (which I’m quite proud of, by the way). It’s more or less a festschrift on the Pep Guardiola era of FC Barcelona.

While I was pitching the piece to editors, this section was called “artsy faff” that is “largely meaningless to anyone not intimately familiar with soccer, but is also so flowery that it becomes nearly impenetrable.” That’s actually useful criticism, but I like to use every part of the hog, even the parts left on the cutting room floor. I blame Brian Phillips.

Camp Nou, Barcelona, Catalonia, Spain

Sportswriter Sid Lowe once asked Catalan midfielder Xavi Hernandez,  who plays for Spain and F.C. Barcelona, how he deals with defenders. Xavi replied:

Think quickly, look for spaces. That’s what I do: look for spaces. All day. I’m always looking. All day, all day. [Xavi starts gesturing as if he is looking around, swinging his head]. Here? No. There? No. People who haven’t played don’t always realise how hard that is. Space, space, space. It’s like being on the PlayStation.

Xavi’s response seems obvious: passing the ball is fundamental to soccer. But it’s also the teleological apex for Xavi, the Barcelona team he captains, and the recently-ascendant tiki-taka style he champions. That’s what I do, he says — not only now, but always.

Continue reading

/Ceci n’est pas une action RPG: On Mage Gauntlet

The consensus on Mage Gauntlet —  RocketCat’s promotional literature, the TouchArcade review that sold me on the game, various forums is that it’s an action RPG. We have, however, been sold a bill of goods: Mage Gauntlet has more in common with River City Ransom than it does with Secret of Mana.

The problem is that the game’s visual style, theme, and mechanics have all been perceived as belonging to the categorical definition of action RPG: Mage Gauntlet takes place in a fantasy setting, and a couple of the underlying systems are governed by a set of stats affected by equippable items. The SNES-inspired art direction only reinforces the misconception.

So it’s true that Mage Gauntlet plays a bit like Secret of Mana, but the granular experience ultimately presents itself much differently.

Continue reading

/Aeris

In a 2003 interview with Edge magazine, Yoshinori Kitase explains the motivation behind Aeris’ death. “Death comes suddenly and there is no notion of good or bad attached to it. It leaves, not a dramatic feeling but a great emptiness. When you lose someone you loved very much you feel this big empty space and think, ‘If I had known this was coming, I would have done things differently.’ These are the feelings I wanted to arouse in the players with Aerith’s death relatively early in the game.”

The number of people looking for ways to bring her back to life, or to save her from dying, suggests the team was successful. Fans felt loss—but instead of just thinking about the things they would have done differently, they tried them all, and hoped that they would save her from dying.

Looking for a way to stop Aeris’ death or to resurrect her after she’s gone—they’re both ways of dealing with loss. So is blaming Square for killing her, or Sony for keeping Square from seeing its vision to its completion. And so is refusing to give up almost to the point of blindness, the idea that trying anything is better than nothing.

— Brian Taylor, “Save Aeris,” for Kill Screen

/Twerk: Gears of War 3

The following is a large chunk of the RAAM’s Shadow review that I left on the cutting room floor — not because I don’t think the topics aren’t salient, but for the crime of inelegance. It follows a discussion of the ways the DLC fails to expand on RAAM’s character:

Continue reading

/Dante and direwolves, or, I’m really bad at reading fantasy

Sansa Stark

Early in George R. R. Martin’s A Game of Thrones, Ned Stark beheads a direwolf belonging to his daughter, Sansa, while camped at Castle Darry on the Kingsroad. It’s a sordid affair — a young prince gets bitten, lies are told, friendships are betrayed — but it’s a turning point in the reader’s understanding of the politics and social economies of Westeros.

In any case, I’ve read the scene twice and seen it on TV as many times, but the its most basic symbolism has always eluded me. Here’s Greg Tito from the Escapist:

After watching the final scene where Eddard Stark must take Lady’s life at the order of his friend and King, I considered the symbolism of the wolves for the Stark family. The sigil of House Stark is the direwolf, which is partly why Ned kept the beasts, but he and his girls are leaving the North to go to the dangerously unfamiliar intrigues of the capital city. The Starks will be out of their element. Sansa and Arya sought to bring their wolves with them, but at the conclusion of “The Kingsroad” both are gone – Lady executed and Nymeria chased away. The Starks cannot take the North with them to King’s Landing and the wolves can no longer provide protection like Summer did for Bran.

Continue reading

/Dragon Age II: On (of all things) Armor

I was surprised to learn that I couldn’t change my companions’ armor in Dragon Age II. I shouldn’t have been: when I spoke to Matt Goldman for a series of previews I published on Destructoid, he let it slip.

“And, basically, to confer the advantages of having that one really good design on all of our characters, we made certain decisions: to limit the amount of changes you could do on them. They evolve as the story evolves, rather than when you decided to give them different gloves, for instance. Which, I think is a stronger motivation for changing their appearance.”

Continue reading

/Twerk: Dragon Age II

At a (relatively) recent press event in Edmonton, Alberta, Canada, I got a chance to play about four hours of Dragon Age II and to interview a few members of the development team. I got fifteen minutes each with lead designer Mike Laidlaw, lead writer David Gaider, and art director Matt Goldman.

After transforming — as if by alchemy — twenty pages of transcribed audio into eight articles and almost 8,000 words. I’ve wrapped up my pre-release coverage of the game for Destructoid. It’s probably the most extensive project I’ve ever done, and I’d be lying if I didn’t say I wasn’t proud of it, dozens of angry comments notwithstanding.

I did a traditional preview. I asked about downloadable content and the internet’s collective backlash against the game; and  about changes from the original, especially its art and story structure and new morality mechanics. I learned about how BioWare used it’s player data to refine its development process; and under which lineage Dragon Age II might fall.

I’m not sure if squeezing blood from a stone is a marketable skill, but it’s almost certainly been done here.

/Uhh, can we get a little humanitarian intervention in here?

Like most of the (educated) world, for the past several weeks I have been watching the events in the Middle East unfold with bated breath.  BBC’s coverage of the people in Tahrir Square following Mubarak’s resignation almost had me in tears in my cubicle at work—I get that there is a lot of work to be done, but it was emotional, alright?  Sometimes you have to get a little teary-eyed over a revolution.

Fast-forward to this past weekend.  Reports from Libya—in the midst of its own protests against autocratic ruler Muammar al-Qaddafi (who looks like Prince John from Disney’s Robin Hood, just sayin’)—indicated that the state had begun attacking its own citizens.

So where is the response of the international community?

Continue reading