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2019: No Time To Play

2019: No Time To Play

This year we are hosting a variety of looks back at 2019 as hosts and friends-of-the-show offer up the things that defined the year for them. Today we have our other co-host, Andrew Asplund, looking at the 2019 that was (to him).

For all intents and purposes, 2019 was a big year for all things nerdy and geeky. There were big movies, big video games, big TV shows, and big just about everything. When I looked back on the year, something stood out to me and it is encapsulated pretty well by my experience at PAX West back in September: despite being at one of the biggest game conventions in the United States, my notable memory from that event was my experience at the nearby parallel event, the Seattle Indies Expo.

What I realized was that 2019 became the year in which I began actively seeking out small studio and independent video game titles in lieu of more standard, big studio content. This isn’t mean to suggest that I never really played indie games before or that I entirely eschew big studio content. It’s more that my overall preference (at least with respect to video games) has changed enough that I noticed.

The (AAA) World Is Not Enough

It is important to begin this retrospective on 2019 with where it started: in January 2019, I was still excited to see where Bethesda Game Studios intended to go with theiruhhh, masterpieceFallout 76. But, shortly thereafter, I fell into the sublime oceans of Unknown Worlds’ Subnautica. Two months later, I discovered Hello Games’ No Man’s Sky. As the year went on, other small studio and indie titles made their way into my hands. It’s not that I stopped playing other games: July saw me finally pick up Capcom’s remake of Resident Evil 2 and in August, I spent a little bit of time with EA’s The Sims 4. And, to be honest, I still managed to find time to play some of the Bethesada Game Studios “classics,” which is to say Fallout 4 and Skyrim. But, by the time PAX West came to town, it felt like I couldn’t even be bothered to look at the big studio content.

A picture of a friend and me, tired of overgrown, AAA studio content.

Now, don’t get me wrong: I don’t write this to dismiss or deny the value of a well done AAA publisher title. Just a month or so ago, I was talking about my experience playing Hideo Kojima’s … masterpiece? … Death Stranding. I also spent time with FarCry Primal, a game I still consider one of the only pre-historic RPGs on the market.

Exceptions aside, it’s hard not to see the AAA video game market as a testament to … playing it safe. It’s a place where companies are willing to spend millions (or tens of millions) of dollars on a game title, which means their willingness to deviate from the standard of “what works” is minimal, to say the least.

From Indies With Love

In contrast, my interest in indie content, whether it be small studios of one or two developers or larger “triple-I” studios, has increased significantly. This year, I have dedicated seemingly countless hours to playing indie games. And, to an extent, I feel like that’s what has come to define my memory of 2019, at least insomuch as it relates to nerdy and geeky content.

I’m not necessarily looking for games that are this indie. Image source: 3909 LLC.

It’s not that I’m on some adventure to play especially bizarre video games. I’m far from somebody who is looking for video games that are #hashtag #edgy. As important and envelope-pushing as a game like Lucas Pope’s Papers, Please is, it’s not the kind of game I want to spend hundreds or even tens of hours playing. But, there’s something about a lot of these indie titles that I engage with. So often, these are games that a small group of people put a lot of work and feeling into. Not to say that big budget AAA games don’t have work and feeling. It just resonates with me that indie titles feel more less like a million dollar dog-pile and more like something that I could do with my friends.

It helps that 2019 was also the year that I completed a certificate in web development. What I originally started as something that might help me build a cool cooking website turned into something else entirely. An in-class assignment putting together a basic adventure game opened my eyes to the web as a tool for delivering game content; this eventually took me down a path of extremely amateurish game development. I started to really relate to the … allure of indie game development.

This is the kind of stuff big AAA studios just don’t do much anymore. Image Source: Picklefeet Games

Perhaps, for all intents and purposes, that’s why the Seattle Indies Expo became such a benchmark for my 2019 and a reflection of something that had been going on for me since the year began. Getting to actually meet the developers of games like Wildfire Swap, The Wind and Wilting Blossom, or Monster Jaunt really gave it all perspective. Maybe it’s just a little dose of childhood fantasy given perspective. As a young person I always dreamt of making games “when I grow up.” In a sense, 2019 was the year that I finally remembered that.

In the end, my look back on 2019 is a personal one. I have been playing a lot more indie games than I used to. I have started following more indie developers on Twitter and other social media. Honestly, I’m just trying to pay more attention to all of the creative people out there making their mark on gaming. And, as we move into 2020, I hope to start getting more involved in those communities as well.

Coma Chameleon

Coma Chameleon

HAPPY GEEKSGIVING: Disguising a perfectly good Week in Geek episode, our hosts discuss the recent nerdy things in their lives that, like American Thanksgiving, seem to be all about bringing people together––directly or indirectly. Andrew relates his time with Hideo Kojima’s recent game, Death Stranding while D. Bethel has spent the last half-year taking up the challenge of finding out whether he’s actually a fan of the band Queen or not.

What nerdy and geeky things have brought you through the beginning of this winter holiday season? Let us know!

RELEVANT LINKS:

RELEVANT EPISODES:

  • Episode 06 – Hear Law, Article 9 (03 July 2014): Where Andrew and D. Bethel discuss the importance of Hideo Kojima’s PS2 masterpiece, Metal Gear Solid 3: Snake Eater, has in the continuum of video game history.
  • Episode 18 – All the Way (26 September 2014): Tangentially related to Queen, in this episode Dan and Andrew talk about the Highlander franchise.
  • Episode 28 – A Mighty Oak (05 December 2014): Where D. and Andrew discuss the place the first Metal Gear Solid holds in video game history.
  • Episode 70 – The Big Fiddle (30 October 2015): Where D. Bethel discusses his time with Metal Gear Solid V: The Phantom Pain after completing it.
  • Episode 75 – A Sad Game About Nuclear Disarmament (11 December 2015): Where Andrew and D. discuss a particularly harrowing and powerful scenario from Metal Gear Solid V: The Phantom Pain.
  • I Can Segue (01 November 2019): Where D. and Andrew discuss the most recent level of tragedy around Fallout 76, and spitball ideas for how to make it into a single-player game with light multi-player elements…something that Death Stranding seems to pick up on.

INFO:

FEATURED MUSIC:

Constitutional Role-Play

Constitutional Role-Play

THE GOOD, THE BAD, THE MANDALORIAN: A brief check-in to the release of Disney+ this week as Andrew reacts to the first episode of their original, Star Wars show, The Mandalorian. He is surprised more at how much it pulls from Westerns than Star Wars.

A LONG TIME AGO, WE USED TO BE FRIENDS: Veronica Mars was always a show that hovered just below wide popularity, but its fans were devoted and supportive. From the original three seasons that aired on UPN/the CW to its Kickstarted movie, to Hulu’s revival with a fourth season, Andrew and D. Bethel did a rewatch of the show and have some thoughts on what it has been, what it is now, and what it could be in the future.

RELEVANT LINKS:

INFO:

FEATURED MUSIC:

Week In Geek: Metal Gear Solid by Ashly & Anthony Burch

Week In Geek: Metal Gear Solid by Ashly & Anthony Burch

The book in question: Metal Gear Solid by Ashly & Anthony Burch. Source: Boss Fight Books

Part of my goal as an academic-slash-nerdy-stuff enthusiast is to be a person that helps build the bridge between those two tentpoles that, as time moves forward, seem to be pushed further apart. In truth, criticism evolved as a genre from the world of popular culture. Without going too deep into the history of literary criticism, what academics view as critical writing––examining texts through specific lenses and discussing the positive and negative results of such investigations––was birthed by popular thinkers arguing back and forth in newspapers, mostly people like Samuel Johnson and Matthew Arnold yelling at other people. What criticism brings to its readers––and why it should be much more present in popular culture––is new ways to look at familiar things. You can agree with them or disagree, that’s fine; in critical discourse, if you disagree, you respond with your own critical analysis.

Criticism operates on the assumption that there is no one right way to read a text, so for people who have concrete definitions they’ve crafted or inherited about what a specific movie means or what a certain writer of a comic book is trying to say and they don’t want to budge because they know they’re right, then the critical investigation can’t move forward because a conversation can’t be had.

This is what is happening in the world of video game criticism right now, especially with the entire fracas that formed around Anita Sarkeesian’s videos and GamerGate’s reaction to them (among other sundry instances). Could Sarkeesian maybe have had more tact or been less forward in her presentation of her analysis? Sure. Because of that, did she deserve the response she got? Absolutely not. She was engaging in a critical discussion to not necessarily change the games we love but to bring these readings of the medium to the table for developers and players to use them as they will.

In their book for Boss Fight Books, Metal Gear Solid, the Burch siblings do an admirable job bringing critical investigation to a popular audience. As I mentioned in Episode 117 – Five Minutes to Funny, their approach was unorthodox for me who is more used to “classical” critical prose––i.e., very academic, argumentative, essayistic format––but it actually worked quite well. In more traditional co-written criticism (or most collaboratively written works, for that matter), no effort is made to distinguish between the contributions of each writer. In Metal Gear Solid (their book), the chapters are divided into sections with headings of either “Ashly” or “Anthony” to let the reader know who is speaking. This is ultimately effective for a few reasons. First, there is a slight difference in age between the two and the difference is enough to be notable; specifically, their initial comprehension of the game and what it was trying to do provides interesting juxtapositions. Second, and more importantly, the gender difference yielded very different reactions to the game and how it impacted their lives overall both in their youths and as adults, which would be lost or depersonalized if they had to neutralize the more dialectical (not a transcribed dialogue) format.

The Burch siblings. Source: TV Tropes

With that in mind, their book brings a lot of interesting aspects of the game to light that should be discussed, but usually aren’t. The standout for me is the excellent analysis of characters and their arcs––and the missed opportunities therein (their section on Otacon is outstanding)––which balances the “it’s complex stuff for the time” and “it’s really not as progressive as it appears to be” arguments fairly. This balance is a source of the schism in the greater video game culture; too many people don’t realize that you can criticize a game and still love it, which is exactly what the Burches do. They point out issues within Metal Gear Solid that, in a modern environment, can seem backwards and sometimes unforgivable. Snake, to a teenager or child (as Anthony and Ashly were, respectively, when they first played the game), is an uncompromising badass; however, upon reflection, it is clear he is a bully and sadist, especially to women. Meryl is presented as a tough woman who is every bit a soldier as the men on Shadow Moses Island, but with the way the camera, Snake, and the gameplay treat her, she is woefully underserved by the game that otherwise wants to present her as a progressive take on female characters in video games. A lot of this comes down to the apparent conflict within the series creator, Hideo Kojima, himself. I’ll quote here what I read aloud in the episode:

There are two Hideo Kojimas.

One Kojima injects every Metal Gear Solid game with earnest if overbearing discussions of nuclear disarmament, the morality of genetic experimentation, the nature of warfare, and the difference between patriotism and terrorism.

The other Kojima lets you call Rose in Metal Gear Solid 4 and shake your SIXAXIS controller to make her boobs jiggle (21-22).

Part of accepting Metal Gear Solid as an artistic entry is to accept that, yes, it is thematically earnest and powerful and its characters are remarkably well-rounded, but for every two steps forward it––as a game and as a series––takes at least one step back. But that is also the nature of art. If any thing was perfect, there would be nothing to talk about.

Another fascinating aspect the book investigates is how Kojima openly and freely manipulates the relationship between the player and Solid Snake, arguing that Kojima willingly draws Snake and the player together at times and forcibly separates them at other times for a purposeful, emotional, and narrative purpose. It opened up a through-line for critical investigation into games as power fantasies, so that the conversation doesn’t just stop at “video games are power fantasies.” The Burches delve into how Kojima uses that fact to both make the player feel powerful (like most games do) and also use that trope to make the player feel detached, weak, and helpless. If anything, for both the criticism and the praise, the book showed me the art that goes into game design and how mindful Kojima is with his games despite his own severely problematic flaws as a creative.

Who is in control of this game? Of my tv? Screenshot from Metal Gear Solid. Source: Metal Gear Wiki

For all the good that this book does at managing the intersection between criticism and popular culture, it is clear they have the events of GamerGate on their minds, which is smart considering that a co-author is female and, by the virtue of that simple fact, she, her brother, and the book are automatically painted with targets. Their apology takes the form of the concluding chapter, titled “The End?”, in which Ashly takes the lead with a passioned defense that, I would argue, comes dangerously close to diminishing the very poignant and important arguments she and her brother make in the book to that point:

So, Anthony and I shit on Metal Gear Solid for about half of this book. If you’re a fan of MGS1, you might be kind of pissed. But despite the amount of acid we spit at the game and its various baffling choices, despite the inordinately long cutscenes, the convoluted plot, and the awkward dialogue, we do love this game (159).

This is problematic because 1. they surely don’t “shit on Metal Gear Solid” at all. They critically engage with it and because they are able to do that with detailed and thorough arguments it 2. proves, beyond any reasonable doubt, that they love the game. In that instant, this concluding chapter felt a bit reductive and unnecessary. What’s impressive is that despite being couched in a chapter-long ass-covering thesis, Ashly does an admirable job teaching not only what criticism is, but why it’s important for the industry as well as for fans:

[W]hen we hear a complaint…about a game we love, we have to stop that little seed of defensiveness from spilling over into anger. We have to recognize that a critic’s concern doesn’t say anything about us, and it doesn’t make us wrong for liking the game. We’re all on the same team, and we’re all just trying to make this medium the best it can be. For everyone (161-2).

This chapter was an eye-opening moment for me as a reader, gamer, and wannabe critic, perhaps because I audibly scoffed when I read this chapter, saying something akin to, “You didn’t have to do this, catering to those people.” The D. Bethel that said that was Professor Bethel, the academic, the person whose workplace and occupation don’t have to apologize––among colleagues at least––for challenging arguments. In fact, they are expected.

What is Snake hiding from: a clear and present threat or genuine, productive, and thoughtful criticism? Source: PlaystationLifestyle.net

However, in the pop culture nerd world that Podcast Co-Host, Comicker, and Website Curator (and straight white male) D. Bethel operates, you have to do this, especially if you’re a woman or minority. And while it’s atrocious and insulting that anybody would have to write this chapter, it shows why this book is successful at building that bridge I longingly want to help construct.

I want more good, challenging gaming criticism. I want to buy books of it. And though some exist and continue to get published, such a desire may be self-defeating in the end. If we’re looking to bridge that gap between pop and academic cultures, it won’t be through book stores. Instead, it is happening online in the form of podcasts and videos and, occasionally, articles. However, if we’re looking to make this a two-way connection, from the halls of academia to reddit and back again, in order to legitimize games as critical texts in the eyes of PhDs, books should be made as well as journals and panels at conferences. The Burches’ Metal Gear Solid definitely offers the academic handshake toward the people who love and care and talk about video games on the internet with confident airs and cries for legitimacy. I just hope pop culture is willing to accept and return it.

Episode 107 – Spock’s Screams

Episode 107 – Spock’s Screams

107showcard

WEEK IN GEEK: Andrew bides his time until Civilization VI releases by playing a bunch of Blizzard games while Dan swims through the lush animation and Old Norse world of Thunder Lotus Games’ Jotun.

NEWS BLAST – UPDATE – METAL GEAR SURVIVE: Metal Gear series creator and famous non-employee of Konami, Hideo Kojima, boldly said that he has nothing to do with Konami’s upcoming Metal Gear Solid V spinoff, Metal Gear Survive, on stage at this years Tokyo Game Show. Konami retaliated by releasing approximately fifteen minutes of co-op gameplay to a rather tepid response.

LEGACY CHARACTERS 2.0: Building off of the previous conversations about “legacy characters”––superhero mantles that can be passed from person to person rather than being locked to a single identity––in Episode 09 and, tangentially, in Episode 104, Dan and Andrew return to the topic now that the world has a new Superman––officially New Super-Man––and recent Legacy turns with Wolverine and the use of a Legacy character in Marvel’s Agents of SHIELD: Ghost Rider v3.0, Robby Reyes. So, there’s lots of stuff to talk about.

Leave your thoughts about this week’s topics as comments at forallintents.net. Be sure to join the official Facebook page and follow Andrew and D. Bethel on Twitter. Help the show out by leaving a review on the iTunes store. Check out the official YouTube channel, as well!

For all intents and purposes, that was an episode recap.

FEATURED MUSIC:

-“Stayin’ in Black” by Wax Audio
-“New Blood (Here Comes a New Challenger)” by Another Soundscape (Street Fighter II remix)
-“Little Ashes” by Joseph LoDuca (from Army of Darkness)

Episode 105 – Conditional Evil

Episode 105 – Conditional Evil

ShowCard105

WEEK IN GEEK: Andrew watches a classic Doctor Who stories, sequels of each other, in the Fifth Doctor adventures “Kinda” and “Snakedance,” while Dan watches two episodes featured in Amazon.com’s sitcom “Pilot Season”: The Tick and Jean-Claude Van Johnson.

NERD AUTEURS: Starting with the reveal trailer at this year’s Gamescom for Konami’s surprise, Metal Gear Survive, Dan and Andrew discuss the impact of public-facing creators of popular nerd franchises and what happens when they leave those properties. What should be expected? How important are the creators? What about the creators’ next projects?

PAX

Andrew is going to be at PAX West this weekend, check him out as helps out with gameplay demos of the card game, Yukon Salon, on Friday 9/02. He will also be helping to run the Watch the Skies Child’s Play benefit game, put on by Seattle Megagames, on Saturday 9/03.

CrockerConSmall-500x221

On Thursday, September 8th, from 5-9pm, D. Bethel will be an exhibitor at Crocker-Con. This is a nerd culture convention held at Sacramento’s Crocker Art Museum and costs $10 to get in or free if you’re a member of the museum. There are also student discount admissions available with proper identification. Dan will be premiering (and selling) Long John, Volume 2 at the event, and friend of the show, Josh Tobey, will be sharing the table, selling prints of his paintings.

Leave your thoughts about this week’s topics as comments at forallintents.net. Be sure to follow the show at its official Facebook and Google+ pages. To help the show, please leave a review on the iTunes store.

For all intents and purposes, that was an episode recap.

FEATURED MUSIC:

-“Stayin’ in Black” by Wax Audio
-“Can’t Find My Way Home” by Blind Faith
-“Noble Farewell/Finale” by Mel Brooks & John Morris, perf. Hollywood Studio Symphony Orchestra (from Blazing Saddles)

Episode 85 – I Hardly Even Knew Me

Episode 85 – I Hardly Even Knew Me

We’re a little under the weather this week, but we do our best to provide with the most premium content we can offer.

Week in Geek: Andrew plays the indie prison-escape simulator, The Escapists, while Dan sees Deadpool and definitely has “feelings.”

Silenced Hills: At the recent DICE Summit, a keynote was held that reunited Metal Gear Solid‘s Hideo Kojima with Pan’s Labyrinth‘s Guillermo Del Toro to talk about how much they like each other. We talk about how much they like each other.

First Person Theater: A trailer for the film, Hardcore Henry, landed in theaters and on the internet, and Andrew and Dan are wondering both “What the hell?” and “Why the hell not?”

If you have any comments on this week’s topics, leave them at forall.libsyn.com. Be sure to join the official Facebook and Google+ pages. You may also e-mail the show at forallpod [at] gmail.com. If you want to support the show, leave a review on iTunes!

For all intents and purposes, that was an episode recap.

Featured Music:

-“Stayin’ in Black” by Wax Audio
-“The Man Who Sold the World” by Midge Ure
-“Hardcore” by Dee Snider
-“Infected” by Bad Religion