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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2010: The Year in Review

I’ve not been as active on the Slowdown as I’ve liked lately, something I hope to rectify this year. As it happens, I was actually playing games! Which left me with less time to write about them. 2010 was a very busy gaming year for me; the sheer number of quality titles was staggering, and I’ll try and give a brief mention to some of my personal favourites.

While I did enjoy a handful of the huge AAA releases in 2010, I would have to say that I’ve gotten stuck in deep into the indie scene, playing countless magnificent small scale titles be they fleetingly minimal or elaborately ambitious. RPS brought charming indie effort Recettear: An Item Shop’s Tale to my attention, for which I’m ever so grateful. A cute little JRPG that turns the institution on its head and offers a twist on the tired formula of grinding and item management, Recettear had me spellbound for the duration of its campaign – after which there is still much more to discover. I will most definitely return to it to tackle its postgame modes. I spent a lot of time platforming too, mostly with VVVVVV and Super Meat Boy, two triumphant celebrations of the genre. Both incredibly challenging, but hopelessly addicting.

Despite being hopelessly terrible at strategy games, I continue to be fascinated by the many indie strategy offerings out there. Flotilla, from Blendo Games – the same nutters behind oddball Gravity Bone – is a quirky turn-based strategy adventure, reminiscent of previous procedural exploration series Infinite Space. I dig the flat-shaded glowing graphics, the simplicity of its mechanics and the bite-sized gameplay, all of which make for a great quick-fix. I am very much looking forward to the asynchronous turn-based Frozen Synapse, due out very soon. I fired up the beta client often the past few months, and enjoyed the Introversion-like aesthetics and intricately detailed command controls. The second Humble Indie Bundle contained a gem of a tower defense game, Revenge of the Titans, which overcame my dislike for the subgenre and wooed me with its distinct look and tight design.

Having joined the smartphone bandwagon this year, I have been trying to find good games for it, but the selection is disappointingly small save for a few fun time-wasters. Angry Birds has been quite the success story, and I can’t deny that I’ve spent many an idle moment trying to topple some towers. Game Dev Studio, the popular iPhone game about making games, finally came to Android so I was able to get a taste of its completely addictive grind.

I had a good time with all of these titles, but what blew me away in 2010 were the three games I was anticipating the most.

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