Video Game Criticism and the Question of S#%t

The Binding of Isaac

I had (erroneously) assumed that I would never, ever be writing about s#$t in video games, but after recently posting my conceptual/generic analysis of The Binding of Isaac, questions of merit, value/quality and meaning, as well as the overall relevance of video game criticism, emerged – chiefly at Rock, Paper Shotgun, as usual, the Mecca of Video Games that it so happens to be (props to the poster Hexagonalbolts for the tip).

A swift return to the wonderful, wonderful world of Isaac is thusly in order. Obviously, being the hotbed for argument that it inherently is thanks to its religious leanings, The Binding of Isaac has been more or less at the centre of critical attention ever since its release.

Still, the mere idea of taking Isaac, well, seriously, seemed to produce in some commenters a more intensified response yet, and indeed, many questions were asked, more arguments had, with many an opinion ranging from the honest to the ironic. The question seemed to be, isn’t it simply too much to write about Isaac like this? Here are a series of strawmen of some of the aforementioned:

  • Are video games worthy of or suitable for analysis?
  • Is The Binding of Isaac worthy of such a critique?
  • Shouldn’t video game criticism be just about play and/or quality?
  • Are any of these meanings intended? Why look for them if they aren’t?
  • Why bother?

I’m not so sure that I can come even close to answering these questions in just one article, but on the whole, the question of “Why bother?” seems to encompass the rest of them. We’ll stick to that, for the most part. The reason I’m quick to jump into the fray with an in-depth response is that I find this particular discussion, of meaning, to be relevant for video game criticism on the one hand, and separate from the “games as art(?)” discourse on the other, even if this doesn’t appear to be the case first-hand.

The one chief aim of this article, then, is to answer the question of “Why bother?” especially as it pertains to the semantic/narrative functions of video games, as well as to discuss our understanding of video game criticism (its aims, objects, uses). As mentioned, I will rather try work my way around the question of “art”, only ever dipping my toes in its waters with the intention of otherwise staying firmly ashore. (more…)

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Prepare The Canons

Fear the Reaper

Not much longer now before the Reapers arrive to wipe out galactic civilization.

Mass Effect 3 is almost upon us, and I’m hardly ready. For anticipation is not just a case of checking the calendar and willing the days to advance quicker, there is work to be done before March 6th comes around. Few games in history have featured what is the Mass Effect series’ main selling point: the ability to carry your save forward into the sequels in order to retain your character and the decisions you have made over the course of the games. So fans aren’t just looking forward to playing the last instalment of a trilogy, they’re looking forward to playing the last instalment of their trilogy. Every decision you make defines your Commander Shepard, decides your relationship with other characters – possibly even their fate, and shapes a universe that is unique to your save. Loading up a game with that save will bring a story that recognises you and remembers what you have done. The series has already provided an unprecedented level of player authorship over narrative, and it only remains to be seen whether the final chapter can deliver a satisfying conclusion.

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Isaac and the “Grotesque Body Horrors”

In his PopMatters article “Fearing God, Fearing the Body: The Theology of ‘The Binding of Isaac’”, G. Christopher Williams discusses various aspects of Edmund McMillen and Florian Himsl’s ingenious (and mildly blasphemous) Zelda/Roguelike hybrid, The Binding of Isaac. Although his reading of the game astutely homes in on the “meatier” parts of Isaac – that is, the implications of the game’s loathsome representation of the corporeal -, I do nevertheless want to point out some omissions in Williams’ treatment of the game.

The article in question is altogether complete in its own right, but also lacking in discussion of the themes, concepts and terms that are nevertheless utilized in the analysis. In this way, I shall be focusing on the things that are left unsaid (intentionally or unintentionally) in Williams’ story. In my complementary article below, I will attempt to shed lots and lots of extra light on what I perceive to be these omissions, which include the genre of body horror, the grotesque, Freud’s conception of the uncanny, as well as the concepts of abjection and the abject.

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Rockstar Games and Genre

This brief discussion on Rockstar Games and their use of generic conventions originates from a very intriguing comment found on our favourite website in the whole wide wo…web, Rock, Paper, Shotgun. Over there, my half-assed ass-essment of the company as “soulless” in my earlier post, On The Love Letter, was earnestly brought into question. The question is as good as any and the topic actually warrants a brief discussion.
This time, I am not referring to Rockstar Games as “faceless”, “insensitive” or “corporate”, although we have actually taken the company to task for that as well. Instead, I’m talking about their use of ethics and morals in their games. (more…)

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On The Love Letter

I want to take the time to briefly celebrate the spectacular achievements of a minigame currently (and very, very deservedly) making the rounds in the video gaming blogosphere. The game in question is axcho and knivel’s Flixel game The Love Letter. (Go on, open the link and play the game right away. Do it! Just get back here once you’re done.) The Love Letter deserves to be played because it manages to grasp something of the Real ™, of the very nature of human interaction, in a way that is rarely observed in video games.

In addition, The Love Letter is also a little marvel of economy in design: Not only does it very convincingly, effortlessly and fluidly tie in a) setting, b) narrative exposition and c) gameplay to each other, it also manages to use them, co-operatively, in conveying to (and thus actually reproducing in) the player emotions such as pressure, hurry, constraint, annoyance and relief.

With an amazing absence of complexity to boot. We are talking about an itsy-bitsy one-room, one-button five-minute minigame about arriving late to school, finding a love letter stashed in your locker, and setting out to find whomever wrote it.

Super KISS.

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