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December 28, 2011

Sweet’N Low – Difficult Loves

Shadows of the Damned
I’d like to suggest that no female videogame character suffered more in 2011 than Garcia Hotspur’s ladyfriend, Paula. Dragged to hell, desecrated by perverted demons, and paraded through the underworld in heels and stockings only to be torn apart again and again, I’m hard pressed to name another woman from any videogame that endured such unrelenting torture.

Cloaked in horror camp, Shadows of the Damned pushes plenty on the tongue-and-cheek train, but alongside the circus of comedic horrors, the perils of Paula serves as the centerpiece – the emphasis for Garcia’s demon stomping rampage. The game was certainly not content in presenting the iconic Princess in a gilded cage as the obligatory motivation.

Paula’s time within the game was split between playing the damsel in distress calling out to Garcia for help, being used as the white lace rabbit meant to lure him deeper down the demonic rabbit hole, and becoming the instrument of his destruction during chase sequences where a single possessed kiss from her lips ends his life.

What the player is often left with is a woman who falls into your arms while brandishing a knife, torn between whispering sweet nothings and cursing you for her suffering – and perhaps the familiar feeling that relationships are always a tad more complicated where Suda51 is involved.

While the comparison isn’t easy for the surface differences and thematic shift, I can’t help thinking about Travis Touchdown’s appraisal of Sylvia Christel from No More Heroes 2 –

TRAVIS:
Sylvia, I can’t figure you out.
SYLVIA:
You don’t like me?
TRAVIS:
I didn’t say that. But there’s a lot of things about you I don’t get: you lie, you’re greedy, you’re a fucking contradiction in heels.
SYLVIA:
You hate me?
TRAVIS:
Well, your personality kind of sucks.
SYLVIA:
So you -do- hate me.
TRAVIS:
…I’m fucking crazy about you.

Garcia uses the word crazy to paint a different picture of Paula, whom he is equally infatuated with while unable to question or comprehend the reasoning. Love is a many splendid things of course, none of which seem easy to explain.

I suppose a great deal can be written off given the agenda of infantile offence Shadows of the Damned pushes on the player. But it certainly sticks in my teeth while looking back over a year’s worth of releases.

December 27, 2011

Sweet’N Low – Tripping Wonderland

Sweet N Low Alice 2 Madness Returns

‘But I don’t want to go among mad people,’ Alice remarked.
‘Oh, you can’t help that,’ said the Cat: ‘we’re all mad here. I’m mad. You’re mad.’
‘How do you know I’m mad?’ said Alice.
‘You must be,’ said the Cat, ‘or you wouldn’t have come here.’

From the time I was first able to competently hold a controller, each year in gaming has brought a few titles that tempt my unbridled anticipation only to deliver disappointment. And while age hasn’t necessarily made me wiser in that regard, it has furnished me with the ability to move on quicker thanks to the divide between the child stuck with a stinker of an NES cartridge and the here-in-now that allows me immediate access to the next “big thing”. With that said, Alice: Madness Returns deserves a few words before the year draws to a close, because it’s a rather fascinating failure.

My anticipation for any interpretation of the source material forgave perceived expectations of simplicity inherent to the name American McGee – the shtick of twisting existing works, wringing Wonderland like a wet towel drenched with gothic tears. But my expectations were derailed by a convoluted narrative that fumbled in trying to do more – namely attempting to tie together the psychological deviancy of this dark Wonderland with real world suffering and a trail of breadcrumbs tripping around a tale of child abuse.

The result is truly strange in the attempt to bring reason to the madness, as if trying to provide the finality of definitive explanation taints the surreal magic of Wonderland. There’s more solid ground to provide rich soil for criticism, particularly the relentless tedium of the cookie-cutter platforming action. But what truly left me reeling was the divide between brilliance and confusion in a game earnestly dripping with creative energy.

The Walrus and The Carpenter, for instance, put on a show that uses lyrical charm and dark theatrics to bring the potential of the source material to life and nearly justify the grinding play required to reach the performance. But this is accompanied by awkward insertions of material, particularly the dollhouse world that grabs at a far more direct statement of intent and wants for the most ridiculous analogy about misplaced puzzle pieces possible.

The game speaks to Spicy Horse’s artistic talent, from breathtaking concept imagery straight through to a revisit of Wonderland that bursts with color and imagination rivaling any of the year’s more favorable releases. Despite the bumpy graphical road Alice traverses, there’s a continual supply of seductive visual details to beg forgiveness for the hiccups.

The failure I find so fascinating is in the attempt to bring reason to madness, which seems to so obviously fail to recognize the madness inherent in the pursuit. It’s a tricky sticky talking point given the various interpretations of Wonderland that exist, but I can’t escape the feeling that Madness Returns crossed into a territory others were wiser to leave unexplored.

December 26, 2011

Review – Where Is My Heart?

Filed under: Reviews — Tags: , , , , , , , — Colette Bennett @ 3:23 pm

Review Where Is My Heart
Where Is My Heart? aims for opposite goals compared to most games. While so many current gen titles try to woo us with fanfare, Where Is My Heart? takes a more quiet and contemplative approach. Perhaps not so surprising for a game that was inspired by the story of a real family lost in the woods and the way they fall apart when forced to rely on just their senses and each other.

We can only hope you fare better as you navigate this enchanted wood…

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December 22, 2011

Interview – Alien Trap talks Capsized and Apotheon

Filed under: Features — Tags: , , , , , , , — Cody Johnstone @ 11:07 pm

Interview Alien Trap
The developers of the Indie game Capsized, released on Steam last April, are working on having it ported to console and iOS, and also have a new unannounced project on the way. Capsized is a retro inspired side-scrolling action/platformer that combines shooter elements with physics-based puzzle solving.

In an interview with Jesse McGibney, Co-founder of the developer, Alien Trap, he says Capsized will be available on Xbox LIVE Arcade by the end of December followed by an iPad version.

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December 19, 2011

Review – Corpse Party

Filed under: Reviews — Tags: , , , , , , , — Colette Bennett @ 9:35 am

Review Corpse Party
A “biased” review of a videogame is a hot topic in today’s Internet societies, which always seems hilarious to me: any review of any thing, whether book, film, food, business or perhaps a device which allows one’s cat to fly, will naturally be colored by the thoughts, imaginations and opinions of the reviewer.

I’m telling you this, of course, because if there’s anything I love in the world, it’s horror stories and visual novels. Tell me that a game contains either of those two elements, and I’m absolutely, positively, 100 percent in for the ride. Tell me its got both, and you could complain about bias, because I’m obviously getting to review two of my favorite things, right?

All that aside, though, Corpse Party is tremendously good, and for reasons other than my hardcore love of its themes and approach.

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December 18, 2011

Lazy Sunday – Gorging on GBA

Filed under: Editorial Rants — Tags: , , , , — Jamie Love @ 1:14 am

Sweet N Low Game Boy Advance
Nintendo’s GameBoy Advance kickback for early 3DS adoption is keeping my thumbs busy this weekend. Frankly, it’s a bit silly that I’m using shiny new hardware to play titles that can run on a machine I can pick up for change at a yardsale, but here we are. Being able to link my Club Nintendo account to the 3DS to earn rewards for purchases that can than be redeemed for even more virtual console titles means that this nostalgia trip isn’t likely to end anytime soon.

Normally I’d rank my memory as annoyingly sharp, but toss ten Nintendo published GBA titles my way and I have to stop to question whether I’ve ever really appreciated how many gems the system has to offer. From the delightful animation of Kirby using a cell phone to call on reinforcements in the Amazing Mirror, to the insane pace at which WarioWare Inc. spits challenges at players – and yes, even the simple joy of carrying Yoshi’s Island around in my pocket again – the burnout I’ve been feeling has subsided.

Yes, every now and again I worry that I don’t like videogames nearly so much as I thought, and I need reminding of why that isn’t the case. I get so busy consuming the never-ending flood of new releases, searching for the new aesthetic and digging around for adult-minded things that justify my immense investment of time, that the play and passion of that drive gets a bit fuzzy.

There are probably lots of important discussion points with virtual releases, about preserving the past and remembering it for me at wholsesale – all that jazz. But at the moment I’ve fallen back into an older language, the kind of excited chatter you squeeze in during recess. Is there a bit of escapism involved? Maybe, but I’m comfortable with it at the moment. All that matters is that this weekend, I’ve found some clarity in the finely aged sampling Nintendo handed out on Friday – though I’m sure it was waiting on any number of old consoles cluttering up my storage room, except the Jaguar of course.

If there is a point here, it’s that maybe I hope that some of you out there can relate. And if you can, then dig up an old game this weekend, a forgotten favorite or a freshly unearthed discovery, and as is the fashion in these uncharted Sugarlands, tell me about it below.

December 16, 2011

My New Addiction – Pushmo

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 1:25 am

Pushmo
Pushmo is quite a bit like Atlus’ Catherine, sans the sex and guilt. That was my immediate reaction to Nintendo’s recent digital release, and I stand by it as both amusing and helpful in framing the idea that we’re going to talk about moving blocks around here.

To set the stage, a Pushmo is a large block or shape, composed of a smaller series of blocks, varying in shape but connected by color. Many Pushmo give the appearance of a failed game of Tetris, while others form more complex shapes such as animals.

Wasn’t that helpful? No? Don’t worry, we’ll try to make some sense of this together.

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