Browsed by
Category: Blog

2019: Eulogy for the X-Men

2019: Eulogy for the X-Men

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. We start by having co-host, D. Bethel, talk about––of course––the X-Men.


Many people view 2019 as the coda for the entire decade, wiping away the expectation and skepticism that has built up over the last nine years as we head into the twenties. I don’t usually subscribe to such notions because time is ever and always a series of causal relationships, but––stepping back from the year as December ends––the evidence certainly points to this year closing a lot of doors. With Game of Thrones coming to a close, Avengers: Endgame definitively ending the first era of the MCU, and even Star Wars Episode IX: The Rise of Skywalker concluding a supposed nine-movie arc, 2019 does actually seem to be not only winding down the year but, in some cases, doing so for decades-long cultural monuments.

However, 2019’s sense of closure and finality landed nowhere more––across multiple mediums––than on the house that Charles Xavier built. At least to me.

Of course, the X-Men aren’t dead nor are they going anywhere; in fact, many look at the events of 2019 that Marvel’s merry mutants went through––20th Century Fox’s purchase by Disney and Jonathan Hickman’s takeover of the comics––and anticipate the beginning of a promising new age.

To me, however, the theatrical release of Dark Phoenix and the comic book reboot with House of X and Powers of X marked a definitive end to eras of the team that mean so much to me.

Source: 20th Century Fox and/or Disney, now…I guess.

DARK PHOENIX

The much derided Dark Phoenix landed with a thud, but more importantly (and as unwarranted as the derision was) it marked the last main installment in the 20th Century Fox-owned X-films. Its finality (and finale) hit me hard as I realized that this series I followed since it redefined superhero cinema in 2000 actually kind of became “my” X-Men.

Through the ’90s, I developed a codified portrait of what this superhero team meant to me in an intense and focused consumption of this property––mostly built upon the triptych of X-Men #1 (1991), X-Men: God Loves, Man Kills, and X-Men: Pryde of the X-Men––and, with that done, it kind of went dormant in my mind as I grew up and started absorbing other things.

And then these movies came around.

For all of their successes and flaws, they wove a tone and ethos that very much aligned with “my” X-Men, and I appreciated and eagerly supported each film released (except for X-Men Origins: Wolverine; that movie is hot garbage).

Again, whether you like them or not, Dark Phoenix ended this era (though we still wait for New Mutants to find a way out of the vault). I very much liked these movies––especially Dark Phoenix––and think that it handled its own mortality (though unknown at the time) with grace, maturity, and one hell of a good movie. In a summer where Avengers: Endgame became a powerfully emotional moment for the folks who are longtime Marvel Universe readers as well as those who literally grew up with the MCU (starting with 2008’s Iron Man), Dark Phoenix stands as an astonishing and powerful goodbye for me and my superheroes. Yes, in terms of emotional resonance, Dark Phoenix is my Avengers: Endgame. Don’t @ me.

Dark Phoenix portrays a nuanced study of––for all intents and purposes *ding*––an abused superhero. Source: 20th Century Fox

The movie affected me profoundly, made worse by the vitriolic discourse around a movie that is, at the very least, perfectly fine or, by my estimation, very good. Because of how much I enjoyed it, I expected myself to go to the mat for it in discussion; however, because it so infuriated me how people treated this movie, I realized exactly how much emotion I had invested in it.

It got to the point where I had to disengage from any conversation around it because I just assumed everyone was on the offensive. So, Dark Phoenix became a very personal movie for me, one for me to enjoy on my own and quietly. That’s okay; I gladly place it on the “just for me” shelf with my other beloved films like Willow, The Postman, and Highlander––movies people love to insult but have a profound and private meaning (while fully aware of their flaws).

Although, I eagerly await the Dark Phoenix retrospectives five or ten years from now when nerdy critics reconsider their stance after the hot takes have cooled and just appreciate it on its own merits.

The year Jack from Jack in the Box joined the team. Art by Pepe Larraz (lines) and Marte Gracia (colors). Source: Marvel Comics

HOUSE OF X / POWERS OF X

When Marvel announced that fan-favorite writer, Jonathan Hickman, would be revamping the mutant sector of its universe, the speculation became a non-stop hype train. Before the books even released, Marvel was proudly declaring that the dual titles that launched this reboot––House of X and Powers of X (HoX/PoX), the latter pronounced “Powers of Ten”––already earned a place on the shelf with the other important moments in X-history: the first reboot, Giant-Sized X-Men #1; the industry-shifting story The Dark Phoenix Saga; 1991’s record-breaking X-Men #1; and Grant Morrison’s daring revamp with New X-Men in 2000. HoX/PoX was that important. The hubris of it made me skeptical but intrigued if only because I wanted to get excited about the X-Men comics again. I wanted to jump in at a clean start like I had years ago with X-Men #1. I wanted to become an X-Men comics super-fan again.

Marvel published HoX/PoX weekly as interweaving limited series, bouncing back and forth between the two very oblique and mystery-laden books, I had a lot of fun diving into this new premise populated with familiar characters. Hickman’s story was big and the sheer scope across the globe and millennia was striking in its boldness.

Things got very weird (dude with the helmet is Charles Xavier, for what it’s worth; the blue dude is Apocalypse, a classic and very dangerous villain of the X-Men). From House of X #5, art by Larraz & Gracia. Source: Marvel Comics

Whether Hickman’s HoX/PoX becomes the paradigm shift Marvel and Hickman touted it as being, I noticed I slowly slid off of it the further it went on throughout the year, especially as HoX/PoX came to a close and the “Dawn of X” (DoX) titles (the disparate titles spun out of the events of the HoX/PoX limited series) started getting published. HoX/PoX definitely lived up to its promise of building a new status-quo from the ground up, but I realized that meant burning down what came before, echoing what will surely be done on the movie side of things when that happens.

While not wholly ignoring the fifty-six years of continuity, Hickman certainly subverted it, making the comic’s printed history merely a series of “things that happened” while the actual, more important story was going on underneath. To that end, HoX/PoX effectively closed the book on the epic socially-conscious soap opera that started in September of 1963, a wave I jumped in on mid-way through but had fun learning about what came before as I rode the wave forward at the same time.

That, however, has been freeing as the HoX/PoX run and the subsequent DoX books feel like a brand new series cast with actors I know––the same faces in a new context. So, there’s no catch-up the reader needs to do. As the prominent anti-continuity voice on the show, that’s only a good thing and it’s amazing that Hickman was able to pull it off not only with the readers, but with Marvel. Admittedly, it’s much smarter than arbitrarily slapping “#1” on the cover and hoping for a sales spike.

At the very least, we got this amazing connecting cover out of the whole event. From House of X #4 and Powers of X #4. Art by Jorge Molina. Source: Marvel Comics

HoX/PoX fundamentally turned the idea of the X-Men on its ear from my holy texts of X-Men #1, X-Men: God Loves, Man Kills, and Pryde of the X-Men. Instead of being a thinly veiled and often problematic metaphor for social injustice set in a superhero world, it is now an eco-sci-fi-utopian-political experiment, and maybe that’s what mutants need to be in 2019, 2020, and onward.

I don’t expect franchises to grow with me and my tastes, but part of the excitement of hopping on HoX/PoX was to get in the ground floor and, with hope, be a part of the audience for whom this becomes “my” X-Men. But it hasn’t done that, and it’s likely because my nostalgia got in the way and not a fault of HoX/PoX. And that realization, combined with my powerful reaction to Dark Phoenix, forced me to fully examine my fandom for the X-Men. It showed me what it means to me, and––more importantly––how I want to interact with it.

That’s important going into 2020 when Hickman’s plans gain more steam and continue to define and refine what the X-Men are now. It’s also important as we get closer to whenever Marvel Studios does what it decides to do with these characters in the MCU. I’m incredibly excited to see where both of these things go, but as I get older such excitement becomes academic rather than gleeful appreciation.

Spotlight: The Joke’s On Us

Spotlight: The Joke’s On Us

Friend of the show, André La Roche, shines a light on the controversy surrounding the release of Warner Bros.’ Joker.

The story surrounding Joker‘s release is often as problematic and disturbing as the movie itself. Image source: Warner Bros.

By now, it’s safe to say that the movie Joker is unlikely to incite self-professed incels to violence—a fear that’s been well documented across the internet. What interests me is the question of why, when so little was known of the movie, was the fear amongst certain individuals so strong and so palpable? And now that the movie has been in theatres for three weeks, and the threat of violence diminished, what value can its skeptics find upon viewing it?

The teaser trailer for Joker. Source: Warner Bros./YouTube

It’s always difficult to enter a discussion on a topic when emotions have run high, hot, and intense. The emotions themselves that people felt leading up to Joker’s release—fear, anger, revulsion—are all obviously real and experienced, especially in light of the potential for politicized real world violence such as the death of Heather Heyer in Charlottesville. There is no arguing with the fact that those emotions were validly felt. However, there is plenty to gain in evaluating why we had those emotional reactions to this particular movie in the first place.

I remember first seeing this narrative of “Joker as inciting violence” when the first trailer dropped. Scenes of Joaquin Phoenix’s Arthur Fleck sitting heavy with defeat in therapy or walking around the squalid streets of Gotham City. This contrasts with his voice-over telling the therapist how his mother thought that his purpose was to bring laughter and joy to the world. Fleck is presented as a man relentlessly abused by society and takes it with a quiet restraint: a victim. A wordless montage set to the crooning vocals of Jimmy Durante’s “Smile” depicts him dancing with his mother, on a date with a young woman, at Arkham State Hospital (or Arkham Asylum for the cool comics readers in the back of the room) before the chaos escalates. “I used to think my life was a tragedy,” he informs the viewer, as the montage cuts between scenes of his own personal deterioration and adoption of the Joker persona, and Gotham City’s wider descent into lawlessness. “But now I realize it’s a comedy,” he concludes, as he strides confidently down a white hallway, fully clad in clown face paint, green hair, and a purple suit, exuding a confidence that we can assume is only gained by fighting back.

The legal act of inciting violence essentially requires a specific call to violent action against specific targets in a specific manner…something that a movie about a fictional character living in an early 1980s fictional city is unlikely to do.

One of my friends wondered via Facebook posting, “Is this the right time for a movie about a loner white male out to get revenge on society?” From there, I only began to see more and more individuals pose the same or similar questions. All from just a trailer and description of a movie.

There were fears about a repeat of the Aurora, Colorado shooting conducted by an individual who was (erroneously) reported as having dressed as the Joker. But there were no concrete threats. At least not until after the narrative had gained traction and taken root in the public consciousness. But for the majority of time leading up to the film’s release. . . nothing. Much ado about that.

“Well,” some might say, “This film could have incited violence.” But again––“could”, devoid of any actionable evidence or credible threats seems like a large leap to make. Moreover, the legal act of inciting violence essentially requires a specific call to violent action against specific targets in a specific manner—such as saying, “I implore my listeners to find local attorney Joe Smith as he’s on his way from home and kick the living tar out of him.” This is something that a movie about a fictional character living in an early 1980s fictional city is unlikely to do.

The film’s focus was untethered to any single ideology, but rather promised an ur-mythology regarding a fall from grace of a favored son set against the backdrop of revolution. A paradise lost, if you will.

So, in the absence of evidence of a credible threat, or of incitement, why so much fear about a movie that was yet to be seen? Why so much fear about the mere artistic treatment of notions of alienation, loneliness, and violent reprisal? I’m honestly unable to provide an answer to that, because I didn’t count myself among those concerned about the film’s influence on society. For one, I simply didn’t see anything in the trailer that inclined me to think this movie was going to have a message that resonated with incel culture. Instead, its focus on personal deterioration, and a vague implication of social upheaval were untethered to any single ideology, but (as is the nature of comic books) rather promised an ur-mythology regarding a fall from grace of a favored son set against the backdrop of revolution. A paradise lost, if you will. These themes can be found in any and all political or religious doctrines. In short, I saw this film as promising to deliver tantalizingly dark cinema. By the time it arrived in theaters, I was not disappointed.

Joker is a movie of juxtapositions applicable to any number of real-world scenarios. Image source: Warner Bros.

So why the initial outrage? Instead of trying to answer the question, I’ll turn it back on those who were the most concerned about Joker’s impact. Why did the mere idea of this movie unsettle you so much? What was it about the vague descriptions and trailers of its themes and contents that caused this movie to register as politicized agitprop that would inspire alt-right and incel mass shooters as opposed to just being about a violent and nihilistic madman?

And dare I make the suggestion that the best, most honest way to answer the above question for yourself is by sitting down and just watching the movie. Now that Joker’s out, you know you won’t merely be consuming political propaganda that you disagree with. Observe how it depicts its fictional reality and characters, observing within yourself the moods that those depictions stir, and how they impact your worldview? And then maybe, just maybe, after walking away from the movie fully informed, reflect upon why you reacted as you originally did. Perhaps the answers and insights that you derive will surprise you.

Otherwise, if the reaction that was directed at Joker is indicative of what future “dangerous movies” can expect, it’d be enough to make an individual wonder whether it was just them, or if it was getting crazier out there.

Now Streaming on Spotify

Now Streaming on Spotify

Broadening our podcast’s availability has been a fairly constant ask since some of the more popular audio streaming services started opening up their doors to the medium.

Currently, you can stream our show on this very website, on the host site at Libsyn (though I wouldn’t recommend that, it’s not a pretty site to go to), or through a service like the Apple Podcast app or other similar apps.

But now, we’ve started to broaden our scope by adding the show to Spotify.

Obviously, you can click the link in the last sentence to get there, but you can also find the link on the frontpage of the website, with an icon in the right column that looks like this:

So, if that’s your preferred method of listening to audio content generally, know now that you can stay where you are to listen to our glorious weekly content as well.

If there are any other services you would like to see us add to, let us know in the comments!

Five Years [ , ] For All Intents and Purposes

Five Years [ , ] For All Intents and Purposes

We’re taking a quick minute to take notice that today––March 29th––is the five year anniversary of the show’s first episode.

For five years this show has proudly never missed an update. Sure, to accommodate that we created formats like the Shortcast, Guestcast, and even an honest-to-god clip show––but we’ve always brought you weekly audio as your reliable 14th source for nerdy and geeky news and discussion.

During this time, we tried out a lot of things––not the least of which was this very website. Dan had his “Boast of Bethel” segment and column from the start before having to abandon it after getting full time teaching work. He also shared (and pontificated on) the quality writing that exists out there about nerdy and geeky stuff with his “Worth a Look” columns. This site also allowed him to expand the audio offerings of the brand with the well-regarded talks about reading, making, and selling comics in Con Artists.

Andrew spearheaded our takes on news releases with the “News Blast” articles, as well as starting the “Spotlight” features and our occasional deep-dives into a host’s “Week in Geek.” And though both hosts got incredibly busy with their day jobs and haven’t been able to write as much on the site in awhile, they continue to bring their unique perspectives from these exercises to the weekly podcast.

We can’t forget all the friends that have helped us out along the way, including the ostensible third host, Taylor Katcher. Includ ed among the ranks of folks who have helped us stick around are Josh Tobey, André La Roche, Jason Tudor (check out his new podcast, Dollar Box Reads), Elijah Kaine, Mary Travers, The Nerdhole, Luke Turpeinen and Nicole Jekich from AcrossTheBoardGames.net, Jake Waltier, Jacqueline Nolis, and Jesse Shepherd.

We also can’t forget the time they recorded the first part of a likely never-to-be-finished audio drama––editing and mixing audio dramas turns out to be very hard.

As we ended rounded the corner on our fifth year, we realized that breaking up the show into a variety of formats and categories was really just indicative of what our mood and interests were from week to week. In earnest, variety is the show; so, at the beginning of 2019, we shucked episode numbers and categories to just bring you A Podcast [ , ] For All Intents and Purposes every week no matter the form it took and we think we’re heading into our sixth year a bit more confident of what the identity of the show is with less fear about taking chances.

We hope you stick around for the future chances we take. We would, of course, like to thank all the listeners new, old, and intermittent. It’s nice to know that you all continue to enjoy two over-educated old friends talk about these things week after week. We look forward to bringing you more audio––and more surprises––in the weeks, months, and years to come!

via GIPHY

Spotlight: Games at E3

Spotlight: Games at E3

E3 tends to throw a lot of information––and games––at the public. D. Bethel has thoughts on a few of them.

Having been a console-first gamer my entire gaming life, I tend to pay close attention to the news and videos coming out of the annual Electronic Entertainment Expo (E3). At this point, I don’t get particularly hyped about the games that get announced (I hear people that hit social media after a press conference exclaiming, seemingly in earnest, “I NEED THIS GAME NOW!” Chill, dude) especially since few games shown at E3 anymore are surprises, having been announced months or years earlier. If anything, being a guy who is way into process, I’m excited to see what state these previously announced games are in and what kind of games they actually end up being. It’s like a big public presentation of the middle portion of the transition from idea to final product.

With that in mind, there a few games really stood out to me, with a few that may have slipped under the larger coverage of the show.

Ghost of Tsushima – Sucker Punch Studios (PS4) – Release TBA

The games I discuss in Shortcast 59 are only from the Sony press conference. Though I’ll be broadening my scope for this Spotlight, there was one game from Sony’s exhibition really got its hooks in me.

Sucker Punch is a studio with whom I’m nominally familiar. I never played the Infamous series of games, having been an Xbox 360 owner at the time of their release, but the idea intrigued me enough and the general response to the series was always positive, nor had I touched a Sly Cooper game as 3D platformers never really appealed to me despite the series’ general good regard among the community. With that said, I hold neither Sucker Punch nor their upcoming game, Ghost of Tsushima, to any metric aside from what they show of the game itself.

And what they showed of Ghost is fire.

In fact, it seems like a game made specifically for D. Bethel. According to Sucker Punch creative director, Nate Fox, Ghost is a wholly linear, narrative-focused game that takes the player through 13th century Japan in the midst of a war with the Mongols. With that, teenaged Dan, the Japanese history nerd, perked up. Additionally, it’s a historical samurai action game with no supernatural elements whatsoever as Sucker Punch aimed for “a grounded game.” Comicker D. Bethel, who’s making a western webcomic with no supernatural elements, perked up as well. Combined with the deliberate combat that looked similar (though let’s hope it’s not too similar) to Bushido Blade and Way of the Samurai, super gamer nerd Dan became invested.

Like with Rockstar’s Red Dead Redemption before it, the idea of a AAA grounded historical game that isn’t simply a tactical war game nor an RPG seems like an avenue less explored by big studios; so to see Sucker Punch tackle it (and with Red Dead Redemption 2 out this October!), I’m definitely keeping my eye on this one where, before, it wasn’t in my field of vision at all.

Sable – Shedworks (PC only at the time of this announcement) – Late 2019

Here’s where I walk back my console cred and mention a PC game. E3 held what it called its “PC Gaming Show” that showcased upcoming PC games in the same manner that other press conferences showcased console-focused games. Tucked among those games was Sable, and I can’t believe it’s real.

Games––like any art––start with an idea; often, that idea can be rather abstract.

I’ve watched the trailer a few times and I know it’s a game, but I couldn’t tell you what kind of game it is yet. The visuals stunned me. Surely a lot of people are going to be calling this a “hand-drawn” game, which it obviously isn’t. Instead, it’s doing some high-level and artistic cell shading that eerily––EERILY––evokes the work of French cartoonist, Jean Giraud (aka Mœbius). Most accurately, it seems to be an homage to his long-running Métal hurlant (a magazine Giraud co-created and was published in the US as Heavy Metal) strip, Arzach.

Pages from the first appearance of Arzach in the pages of Métal hurlant (1975). Source: Humanoids Publishing.

An image from Mœbius’ Voyage d’Hermés series (2011), created for boutique clothing company, Hermés. source: Hermés

Created by the two-person UK developer, Shedworks, their main source of inspiration seems to be from the strides in open-world development that The Legend of Zelda: Breath of the Wild made than directly trying to interpret the work of Giraud into a video game space. Instead, the game apparently focuses more on the exploration and interaction with this breathtaking landscape rather than on RPG-like character growth and battle. Apparently, there’s no combat at all in the game, which is an intriguing proposition (No combat?! How is that even possible?!?!) that brought with it, to an extent, an internal sigh of relief. Finally, something different aside from just the visuals.

My joy doesn’t come from gleefully pointing out that this game seems to ape Mœbius’ style or comic at all––there’s no joy in that––but that this game vivifies his aesthetic perfectly. This must look like what the artist had in his head from which he could only capture still frames and arrange them on a page. Of all the games being written about, Sable genuinely gave me pause.

Sea of Solitude – Jo-Mei (PS4, XBox One, PC) – Early 2019

As an academic English person––albeit one who specialized in Composition and Rhetoric––whenever popular culture reveals a literary depth to it, it draws my attention with laser precision.

I heard on a podcast––sadly, I don’t remember which one, but probably Waypoint Radio––about a game shown during EA’s press conference that caught people off guard because Cornelia Geppert, the creative director of German indie studio, Jo-Mei, got surprisingly emotional and thoughtful when presenting the game, Sea of Solitude.

https://youtu.be/eGOfMkpTzJ0

While “getting emotional” seems to be a highly subjective term––Geppert comes across as more nervous and genuinely excited to show off her game at the largest gaming trade show in the United States––her candor with the game’s themes and what they are trying to say with the game surprised me more.

A major argument in the discourse around games is that they are superficial entertainment, escapist power-fantasy exercises and that’s the baseline level of appreciation for them. Some even argue that such an angle should be our only appreciation of them (“Keep politics out of games!” “Keep your X agenda out of games!” “Games should be more like they were before!” etc.).

The problem with that is games are made by people who think very hard about their games. Like with any creative product (or any product), the consumer doesn’t usually see the majority of effort that went into making it. That’s part of why we are so quick to offer hot takes on games, movies, comics, toys, videos, etc. We are reacting to the product put in front of us, not seeing the complex web of thought, ability, and troubleshooting behind the shiny veneer. To an extent, good games look effortlessly made.

Games––like any art––start with an idea; often, that idea can be rather abstract. This has become more visible as creators have been more vocal with their process. From Hideo Kojima’s thematic and increasingly abstract approach to his Metal Gear Solid series to the small and decisively personal games like Brothers and Papo y Yo, consumers are seeing the level of critical and artistic effort creators put into their games.

Usually we hear these things after a game’s release. That Jo-Mei presented their literary ambition first, before the trailer, partly illustrates why I liked their segment of the press conference so much. This seems like a huge step forward for the developer whose previous games don’t seem like anything that really broke through to the larger critical discussion.

Luckily, the game looks stylish and fun––like LIMBO or INSIDE crossed with a post-apocalyptic anime––I’m excited because it piqued my academic interests while also being a game that––superficially––looks like it’ll be a fun time.

––––

E3 has been particularly exciting this year. After a year or two of the industry being hit hard by extreme successes (2017 was an outstanding year for games) and existential dilemmas (voice actor strike, labor issues, continuing GamerGate behavior), seeing good games at the show as well as developers tackling some of these issues (both positively and negatively) head on puts this E3 ahead in a lot of ways. At the very least, we get good games out of the static as developers, journalists, and players try to move the medium forward and upward.

Spotlight: ‘Masterpieces’ Are Better With Flaws

Spotlight: ‘Masterpieces’ Are Better With Flaws

Far Cry 5‘s muddled political message is better for gaming than a perfect one.

The announcement events and imagery set up Far Cry 5 to be a game with a lot to say about modern American politics. Image source: Ubisoft.

Upon its announcement last year, Far Cry 5‘s political promise attracted the liberal gamer base (and disconcerted conservative gamers) as it seemed to be aiming strictly at the American Christian fundamentalism and rural conservatism that have been at the front and center of the country’s political discourse since the last presidential election. With the game’s release and the reviews rolling out, it’s clear that while it is, mechanically, a fun game to play, it doesn’t stick the landing in terms of cultural political commentary.

Instead of taking a hard stance on the current political climate, it tries to straddle the fence, to not take sides and, instead, treat the threat of fundamentalist conservatism as an exaggerated skin draped over the ludic need for opposing forces to attack the player. In this game, the cannon fodder is simply “crazy cult member”,  similar to the shift Resident Evil made away from zombies to Othered, uneducated, Spanish, feral, rural villagers in the fourth game (which they doubled-down on in the fifth game by moving out of Spain and into Africa). They may have a different story and context, but they were basically just zombies to shoot down––targets to hit for a “higher score.” Despite oblique references to modern political situations (including a mission built around obtaining a “pee tape”), Far Cry 5 seems to play the politics off as a joke when it pops up at all.

The last few years have really seen an effort to fold political commentary into game narratives and, as it stands now, the results seem to be less than effective albeit provocative. From the nuanced existential dread of the indie darling, Papers, Please, to the hyperbolic but consistent Wolfenstein II: The New Colossus, the efforts have been teaching us that developers, at the very least, are ready to tackle such subjects even if their hold on the language, narrative agility, or tools to effectively enact such commentary remains debatable.

This static speaks to the point that how to tell a good story in a game is nebulous at best as gaming is not––unlike books, movies, comics, and tv––a one-sided narrative act. Games are by their very nature interactive and, therefore, the success of the narrative quite literally falls into the hands of the players, be it their attention to the story as they play or the choices they make in-game and how they line up with the intent of the developers. Narrative is still a messy, complex, and delicate aspect of video games.

Papers, Please largely succeeds with its politics, though its retro aesthetics, somewhat limited availability, and esoteric gameplay could keep it from a larger audience. Image source: 3909 LLC.

This results in a lot of “flawed masterpieces”––good games like Far Cry 5 that don’t quite stick the landing. The aforementioned Wolfenstein II offers distinct answers to the political problems it confronts, but can be undermined by its wildly shifting tone from the touchingly serious to cartoonish absurdity. Watchdogs 2 (also from Far Cry‘s developer, Ubisoft) was largely a success but dropped the ball in crucial instances that harmed the efficacy of its thesis. Most publicly, Bioshock Infinite had a huge backlash to its initial critical success as people ruminated on its message after playing the game and found a lot to be troubling. Mafia III, in contrast, seemed to have a strong, clear, and evocative stance on race in the sixties, but the game part kind of faltered. Similarly, Papers, Please had a strong emergent political statement that was powerful for those who played it, but its indie status and, perhaps, esoteric retro aesthetics (as well as limited availability) probably kept it out of the hands of many potential gamers.

Arguably, no game has hit the landing when it comes to political commentary. Something always comes along and taints the potential and lays the game down as a “flawed masterpiece.” If it were to happen, no doubt it would most likely be out of accident than design. Video game narrative is arguably still in a fledgling state, with detractors even stating that story is not wholly useful to the medium (which Andrew and I talked about in Episode 133). So, it’s important to keep in mind that the  growth of the medium (of any medium) includes heavy-footed attempts and stumbles.

Narrative is still a messy, complex, and delicate aspect of video games.

As a whole, we are still learning how to tell stories in games. It’s problematic because the technology for game development continues to surge forward as well and the bouncing between the two often feels like a scrimmage rather than a handshake. However, the key word there is “learning.” The way we generally learn is through metacognitive reflection of what we have already done, examining our past missteps in order to make the next attempt better.

And that is where these flawed masterpieces are actually helping the community rather than harming the medium. When Far Cry 5, in this case, so overtly stated that it would be a game with something to say at its announcement, only to walk that back as quickly as possible, the final product’s failure to live up to that promise got the community talking about politics in games, much as games––flawed as they are––like Wolfenstein II, Papers, Please, and Bioshock Infinite did before. This conversation exposes the nuance in the medium and actually helps to establish a baseline of what the community wants, expects, and hopes for in the future. These missteps encourage the audience (gamers, critics, and journalists) to become part of the process instead of simply waiting for the developers to simply say what they want to say (or say what they think we want to hear) and wait with gritted teeth to hear if they got it wrong. While that very scenario was the impetus here, the resulting conversation seems productive rather than agonistic.

That the community is talking about how to tell a political story in a game narrative is generative and progressive for the medium and the culture. Even among gamers themselves, having a game act as the discursive crux around politics, gaming, and narrative shines a light of hope on a community that has done more than its share to darken the skies on those topics. Our culture has evolved us to a point where political discussion mimics sports fandom––picking a team and shouting at the competition. Productive conversation is less about right and wrong and more about looking at the successes and failures of an idea, pointing them out, and making decisions based on them.

Wolfenstein II: The New Colossus may have been over the top at times, but it inspired genuine conversation about politics in gaming. Image source: Bethesda Softworks

More importantly, the community needs to have these conversations with itself more than it needs an effective political statement in a game. If a flawed game gets us to not only intelligently critique and what-if a game but also examine ourselves as a community––to reflect on our goals and diversity––then I would rather have that than The West Wing of video games.

The fallout from Far Cry 5‘s narrative failure will fuel more nuanced and interesting attempts (that will no doubt fail in their own ways) in the future, but the point is that those attempts will be better. What effect does a “perfect” statement have? What benefit comes from the community just sitting back in admiration? What happens to the knowledge we gained from the experience if we treat it as something that has been checked off of a list?

Perfection is boring. Gaming, like politics, always changes as time moves forward. The conversation about the successes, failures, and potential of a game serves as inspiration to be and do better next time be it from Ubisoft, a competitor, or an independent developer––as long as it keeps us talking.

Spotlight: The Marvel Minimum – The Five Movies To See Before “Avengers: Infinity War” UPDATED

Spotlight: The Marvel Minimum – The Five Movies To See Before “Avengers: Infinity War” UPDATED

[This article has been updated by the author since seeing the film; the content remains spoiler-free. -D. Bethel]

When Marvel’s trailer for Avengers: Infinity War debuted, many comic fans, like myself, were excited. The culmination of ten years of dedicated movie watching will pay off in what MCU mastermind, Kevin Feige, has dubbed “[a thing] you’ve never seen in superhero films: a finale.” But being a self proclaimed comic expert, and even having my own YouTube Comic Book Show, means you become the person your friends text when they have questions. One that struck me after the trailer debut was “Who’s the purple dude that looks Hellboy-ish? The bad one who put a jewel into his knuckle?” The question is perfectly fair, although my response was a bit, um, charged:

“Um… Thanos? The Mad Titan. The ultimate villain that has been teased since Avengers ONE. WHAT DO YOU MEAN WHO IS THANOS?!!!!

WHO IS THANOS? Thanos is not amused. Source: Marvel.com

That simple question led down a rabbit hole of a discussion with my friend about the fact that they missed Thanos in all three of his movie appearances (two of which were post- or mid-credits scenes), and his mention in another. Then you have the Infinity Stones and how they fit in (literally and figuratively) with the Infinity Gauntlet and how all of this relates to the average moviegoer. When all is said and done, when you sort the movies out using those requirements, you have the following:

Thanos Appearances/Mentions

  • The AvengersMid-Credits
  • Guardians of the Galaxy – Only actual in-movie appearance
  • Avengers: Age of UltronPost-Credits
  • Guardians of the Galaxy, Vol. 2 – Mentioned due to being Gamora/Nebula’s “adoptive” father.

Infinity Stones Appearances/Mentions

  • Thor (post-credits scene) – Tesseract/Cosmic Cube – Space Stone
  • Captain America: The First Avenger – Tesseract/Cosmic Cube – Space Stone
  • The Avengers – Tesseract/Cosmic Cube – Space Stone and The Scepter – Mind Stone
  • Thor: The Dark World – Aether – Reality Stone
  • Guardians of the Galaxy – The Orb – Power Stone and Aether – Reality Stone
  • Avengers: Age of Ultron – The Scepter/Vision’s head – “Mind Stone”, All 6 of the Stones were in Thor’s vision.
  • Captain America: Civil War – Mind Stone in Vision’s head
  • Doctor Strange – The Eye Of Agamotto – The Time Stone
  • Guardians of the Galaxy, Vol. 2 – mentioned Power Stone again
  • Thor: Ragnarok – Thor was looking for the Stones from when he had that vision in Avengers: Age of Ultron.

So, counting the above, in order to understand Thanos and the Infinity Stones (minus the Soul Stone.. WHERE IS THAT BAD BOY?) before going into Avengers: Infinity War, a person would have to have seen ten of the eighteen movies over the last 10 years just to understand everything that doesn’t have to do with our main characters. But is all that necessary? Could we shorten the list? Or, alternatively, how short can we make the list and still have it all make sense?

How many movies do you need to watch to even understand this promotional image? Where is Thanos’s helmet? Source: Marvel.com

Let’s start out with movies from above you could skip as they are unrelated to most of the Infinity War plot (either secondary mentions of Thanos/Infinity Stones or no mentions).

  • Thor
  • Guardians of the Galaxy, Vol. 2

Then let’s take out movies that can have single line explanations in Infinity War to remove the bloat:

  • Captain America: The First Avenger – By the way, the Cosmic Cube/Tesseract was the macguffin of this movie and is seen in The Avengers.
  • Doctor Strange – The necklace Stephen Strange wears and uses in this movie has time powers and is the Time Stone
  • Thor: The Dark World – The Aether (aka red mist) was from this movie and that is actually an Infinity Stone.

So removing those means that only four five movies in the MCU have to do with the actual events of Infinity War from an understanding of the villain, giant cast of characters, and major plot points.

[UPDATE]: After seeing Avengers: Infinity War I would recommend that you watch All NINE of the below films for the most effective enjoyment of this film aka THE NEW HOTNESS. My recommendation is less due to the plot in all nine movies and more attributed to the character arcs and relationships that help push the plot of the new movie forward. However as far as plot goes, Thor: Ragnarok has been added to the list as it leads directly into Infinity War.

  • The Avengers
  • Guardians of the Galaxy
  • Avengers: Age of Ultron
  • Captain America: Civil War
  • Thor: Ragnarok

Not bad. But let’s add in some movies to round out character motivations, and side characters that may be pertinent to Infinity War:

  • Captain America: The Winter Soldier – Arguably the best MCU movie and introduces The Winter Soldier who’s a pretty major character at this point.
  • Guardians of the Galaxy, Vol. 2 – MORE GUARDIANS (for real they added another member to the team in this movie. Plus, BABY GROOT!).
  • Spider-Man: Homecoming – Gives you more information on Spider-Man and his relationship with Tony Stark.
  • Black Panther – Many of the locations and characters from Black Panther are sure to be important in Infinity War based on the trailers alone.

Clearly, Black Panther is important. Look at all that Black Panther stuff going on. Source: Marvel.com

In conclusion, here is this comic nerd’s list of the movies you should probably watch before Avengers: Infinity War. Additionally, if you swap Avengers: Age Of Ultron for Iron Man (the first) these may be the best movies of the 18 MCU films anyway. The list below is in viewing order (by MCU chronology) with bolded titles being the MUST SEE four films.

  1. The Avengers
  2. Guardians of the Galaxy
  3. Guardians of the Galaxy Vol. 2
  4. Captain America: The Winter Soldier
  5. The Avengers: Age of Ultron
  6. Captain America: Civil War
  7. Spider-Man Homecoming
  8. Thor: Ragnarok
  9. Black Panther

With all nine of these movies under your belt, anyone should be able to enjoy Avengers: Infinity War to its fullest.

Have any suggestions or edits to this list? Let me know in the comments below!


Taylor Katcher doesn’t like sand. It’s coarse and irritating and gets everywhere. But he loves comics, typefaces, and most other things to a fault…mostly. You can follow Taylor’s unbridled love for stuff on Twitter.

Worth a Look: The Steam Winter Sale 2017, Part 4

Worth a Look: The Steam Winter Sale 2017, Part 4

The Steam Winter Sale 2017 began on December 21. One of the things that I noticed looking through the items on sale were the surprising number of games that I have played this year (or even earlier!). It seemed like a good time to go and highlight a few of the games that are on sale now that I have talked about on the show. This fourth part of a multi-part series looks at Chroma SquadRogue Legacy, and Steamworld Dig. Take a look at the third part here: http://forallintents.net/worth-a-look-the-steam-winter-sale-2017-part-3/.

Chroma Squad

Chroma Squad by Behold Studios is one of those games that I never would have guessed I would have wanted: a tactical RPG themed around the production of a Super Sentai style show. Or, as one reviewer described it, “Power Rangers crossed with XCOM with a dash of Game Dev Story.” Yet, somehow, the theme works really well, resulting in a fun game that scratches that tactical RPG itch with a lighthearted sense of humor.

You have to defeat those Putties, Power Rangers! Source: Behold Studios

Perhaps one of the stranger aspects of the game is the meta narrative: the player controls a group of stunt actors who decide to create their own Super Sentai show. The game is divided between turn based battles, in which the cast acts out an episode of the show, and the time between episodes, where you create new costumes and upgrade the production equipment. This creates a unique spin on the RPG aspect of the game, with character improvement being tied to things like upgraded costumes. The battles are important insomuch that success and achieving bonus goals reflects on the show’s popularity with fans. It’s not enough that you win battles; there are goals that you have to meat in order to keep viewers happy and engaged. Do poorly and you may even find your show getting cancelled.

Buying new props for your team makes them more effective in battle. Source: Behold Studios

You can hear me discuss Chroma Squad back in Episode 131 – A Magical Failure. Since then, the game has expanded to include a new “Director’s Cut” free update which adds some new game modes and tweaks some of the play experience. The game is also available on other platforms, including iOS and Android, so you can take the excitement of Super Sentai with you wherever you go.

Check out Chroma Squad for Steam here: http://store.steampowered.com/app/251130/Chroma_Squad/.

Rogue Legacy

Rogue Legacy was the breakthrough hit Rogue-lite platform action-adventure game by Cellar Door Games, developer of a number of free Flash games like Don’t Shit Your Pants. Basically, it combines the difficulty and random generation of Roguelike games with the platform action-adventure of Metroidvania style games in a unique combination.

Action platformer craziness! Source: Cellar Door Games

The story of Rogue Legacy is relatively straight-forward: you play as a line of royal descendants entering a castle to find a great treasure. Every time your character dies (which is inevitable, given the nature of the game), you choose a new descendant to take his or her place. You have three options, each with their own combination of abilities and disabilities that will make that next play-through unique. You keep the gold and other items that you find through each expedition into the castle. These can be used to make further generations more powerful, either through purchasing new equipment or upgrading your castle (which, in turn, makes your heroes more powerful). Although the game can be frustratingly difficult at times, it still makes for a really fun game that captures the feel of a Roguelike without being too punishing.

After many collecting many treasures, you too can be this powerful. Source: Cellar Door Games

Rogue Legacy has actually come up in the show multiple times, back in 2014-2015. Andrew first mentioned the game back in Episode 27 – Super Sleep Mode. Dan started playing in Episode 53 – With Space Hands and continues discussing his experience in Episode 54 – Noun the Adjective. The game is available on Steam but also available for consoles (PS4, XBox One).

Check out Rogue Legacy for Steam here: http://store.steampowered.com/app/241600/Rogue_Legacy/.

Steamworld Dig

Steamworld Dig, by Image & Form Games, is the second entry in the “Steamworld” series of games that includes Steamworld Heist. Part platform mining game, part Metroidvania, the game follows the adventure of a steam powered robot named Rusty who inherits his uncle’s ore mine. Most of the game focuses on carefully digging through the mine, collecting valuable ore while making sure you don’t dig too much and get stuck.

A combination of steampunk, westerns, and … digging. Source: Image and Form Games

I will admit (again) that I am always a sucker for games that have that Metroidvania feel and Steamworld Dig did a very good job of capturing the essence of what I liked from a game like Castlevania: Symphony of the Night. In a way, what it brings together is the best of platform action-adventure games with a reasonable dose of RPG gameplay. The game doesn’t do as much for exploring as some of the classic Metroidvania games, as most of the exploring is going further down the mine, but it manages to be a lot of fun. Perhaps, the only real complaint I had was that I was done with it so quickly; I sat down to play the game on a day off and found myself at the end before I even realized it.

Between descents into the mine, you get to go shopping. Source: Image and Form Games

For whatever reason, I never actually talked about playing through Steamworld Dig on the show. It probably has something to do with the fact that I finished it quickly enough that it didn’t make its way into my Week in Geek. However, it’s worth mentioning that since I played it, they’ve actually released a sequel to the game, Steamworld Dig 2.

Check out Steamworld Dig for Steam here: http://store.steampowered.com/app/252410/SteamWorld_Dig/

 

Worth a Look: The Steam Winter Sale 2017, Part 3

Worth a Look: The Steam Winter Sale 2017, Part 3

The Steam Winter Sale 2017 began on December 21. One of the things that I noticed looking through the items on sale were the surprising number of games that I have played this year (or even earlier!). It seemed like a good time to go and highlight a few of the games that are on sale now that I have talked about on the show. This third part of a multi-part series looks at Stardew Valley, Renowned Explorers: International Society, and Project Highrise. Take a look at part two of the series here: http://forallintents.net/worth-a-look-the-steam-winter-sale-2017-part-2/.

Stardew Valley

Stardew Valley is one of those games where the designer wanted to make the very best version of a classic game. In this case, the game in question was Harvest Moon, first released for the Super Nintendo in the late 1990s. The premise is simple: after getting fed up with your big corporate job, you open a letter left to you by your grandfather and discover that you’ve inherited a farm in a quiet little town called Stardew Valley. From there, you… well, you farm. You plant crops. You water crops. You harvest crops. You make enough money to buy more crops. Go fishing in the local river. Or at the pier. Maybe build a chicken coop. Raise chickens. Harvest eggs. Make mayonnaise. Expand your house. Go adventuring in the local mine. Fight some monsters. Help rebuild the local community center. Make new friends. Maybe meet the man or woman of your dreams.

Farming takes work. And organization. And patience. Source: ConcernedApe

When I started playing Stardew Valley, I didn’t really have a lot of experience with farming simulation RPGs. I played Harvest Moon for about an hour back in 2007 and didn’t quite figure it out. But Stardew Valley became the game I spent most of my winter holiday playing last year. By the time the calendar hit New Year’s Day 2017, I had put more than 100 hours into the game. All in the course of about two weeks time. Say what you will about farming simulation RPGs, but this one is pretty great.

The people of Stardew Valley add a lot of character to the game. Source: ConcernedApe

I mentioned Stardew Valley in Shortcast 21 – Love the Stank. Since then, there’s been a lot of talk about new content. The primary focus has been on the fabled multiplayer support, debuting soon (-ish) on the Nintendo Switch and later on other platforms. But, they’ve also mentioned a few new pieces of content that they intend to add to the game.

Check out Stardew Valley for Steam here: http://store.steampowered.com/app/413150/Stardew_Valley/

Renowned Explorers: International Society

Renowned Explorers: International Society by Abbey Games is a strategy game with a fair number of RPG elements. You choose a group of explorers from the collection of possible characters and then proceed on adventures. You’re in search of treasures and renown in an effort to be the best explorer in the International Society. Each adventure involves exploring the local area, having encounters with the local residents, and sometimes engaging in battles. You have a fixed number of resources, so you need to decide how to best use them to succeed in the adventure. Many of the encounters involve story prompts where you have to choose what option to go with. Some require greater skill or sacrifice but yield potentially greater reward.

Exploring the local environment is a big part of the game. Source: Abbey Games

Battles shift to a hex based battle map, where characters take turns making attacks and using abilities. A lot of combat is based on a paper-rock-scissor mechanic of attitudes: devious, friendly, and aggressive. Not only do you choose an overall attitude for every battle but characters have individual abilities that are keyed to the difference attitudes. Learning how to best utilize these different attitudes is the key to succeeding in battle. Because the actions in battle can range from actual violence to talking (whether it be devious or friendly), it ends up being much sillier than one might think at the onset. But silly in a fun way.

To Battle! Agatha von Brunswick lectures the local farmers. Source: Abbey Games

You can hear about my experience with Renowned Explorers: International Society in Episode 133 – We’re on a Track. At the time, there was already one small expansion, aptly named More to Explore, available for the game. Since then, they’ve released an additional expansion, The Emperor’s Challenge, which includes four new characters and a variety of new East Asian themed adventures.

Check out Renowned Explorers: International Society for Steam here: http://store.steampowered.com/app/296970/Renowned_Explorers_International_Society/

Project Highrise

Back in the 1990s, Maxis, the company known for SimCity and its rather peculiar progeny, published a slightly different game created by Japanese developer OpenBook Co., Ltd.: SimTower. It was a sort of weird game where you build and manage a highrise tower. Twenty years later, Kasedo Games decided that the highrise simulation genre needed a new entry. With that, Project Highrise was born.

You’re in charge of all the stuff a bustling office tower might need. Source: Kasedo Games

In Project Highrise, you build and develop a building. This means everything from the structure itself, including elevators, utilities, and services, to the tenants that live or work in it. When you start, you only have a limited number of options for tenants; most of what you’ll be filling your building with will be small legal and accounting offices. But, as you get better and better at managing the building, your prestige will grow and so will your options. The focus of the game is managing your tenants needs while keeping your building profitable.

Nobody said your building had to make sense. Source: Kasedo Games

Project Highrise was one of the first games I got from the Humble Bundle Monthly. I talked about it back in Episode 125 – Hot Sauce Box. There have been a few expansions since then, adding some new types of businesses to your highrise, although the game is still a solid play experience without any new stuff.

Check out Project Highrise for Steam here: http://store.steampowered.com/app/423580/Project_Highrise/

Worth a Look: The Steam Winter Sale 2017, Part 2

Worth a Look: The Steam Winter Sale 2017, Part 2

The Steam Winter Sale 2017 began on December 21. One of the things that I noticed looking through the items on sale were the surprising number of games that I have played this year (or even earlier!). It seemed like a good time to go and highlight a few of the games that are on sale now that I have talked about on the show. This second part of a multi-part series looks at Game Dev Tycoon, Starbound, and Turmoil. Take a look at the first part here: http://forallintents.net/worth-a-look-the-steam-winter-sale-2017-part-1/.

Game Dev Tycoon

Ever wanted to run your own game development studio? Well, that takes work. And you’ll probably face loads of failure. But, if you just wanted to SIMULATE running your own game development studio, Game Dev Tycoon, by Greenheart Games, is here for you. It’s a pretty straightforward indie game from 2013 that has a surprising amount of mechanical depth.

Every good game company starts out in a garage. With a DeLorean. Source: Greenheart Games

The bulk of the game focuses on developing games. It’s relatively straightforward: you pick a topic (like Virtual Pet, Pirate, or Hacking); pick a genre (like Strategy, Casual, or RPG); and select a system to develop it on (like the Ninvento TES 64, PC, or the Vena Oasis). For each game, you have to decide how to prioritize different elements of the game. Will you choose to emphasize World Design or Graphics? Engine or Story? Every type of game has different priorities, so part of the game is learning what works and what doesn’t.

It’s tough to know what makes a good Medieval RPG. Source: Greenheart Games

As your games are successful, your company grows. You move out of the garage and into an office. As you grow, you develop bigger games and build a larger fan base. You eventually get to go to the big trade show, G3. Get big enough and maybe you can even develop your own console. Or maybe a MMO. Eventually, you reach the end of the game (after about 30-35 years) and you get ranked based on your performance. Well, that’s assuming you don’t go bankrupt along the way.

This is a bit of a cheat because I just talked about Game Dev Tycoon in Shortcast 39 – Holidaycast 01, but I was specifically talking about the recently released iOS version. However, as it ends up, the Steam version is currently on sale! Although it hasn’t been updated with the new content from the iOS version as of this writing, the developers say that they’ve moved their timetable for it forward, meaning that the content should be available soon.

Check out Game Dev Tycoon for Steam here: http://store.steampowered.com/app/239820/Game_Dev_Tycoon/

Starbound

Starbound is a good example where I showed up to a type of game pretty late. I never played Minecraft. Or Terraria. I never got caught up in the sandbox building and crafting games when they first hit the scene. But Starbound, by Chucklefish, was my chance to not only get into this kind of thing but also to spend far too much time playing around with it.

Create a character from a variety of different appearances and playable races. Source: A. J. Asplund

Starbound, considered by some a sort of spiritual successor to Terraria, is a 2D sandbox building game with a light overlay of adventure and exploration. When you start your game, an entire procedurally generated universe is created that you will explore. Ostensibly, you are one of the last surviving members of a galactic federation. You escape just as a terrible monster destroys the headquarters of the federation. All you have is a broken down ship and a matter manipulator, a tool that lets you construct and deconstruct matter. From there, you get to explore the wide open universe located on your hard drive.

There is a lot of procedurally generated galaxy to explore. Source: A. J. Asplund

There’s a story to follow, but there’s also a lot to do on your own. Go mining for resources. Build your own house. Or city. Construct an underground empire. Go searching for fossils. Capture strange creatures. Build a space station. Raid pirate ships. To a certain extent, Starbound is what you make of it. On my home server, I built a small colony on an ocean planet. Shopkeepers and soldiers lived in peace on the surface. Hidden in the main structure was an elevator leading deep down into the ocean below, where I had constructed a giant underwater farming colony, growing exotic plants from across the galaxy. Eventually, I added a museum to showcase all the fossils I had discovered in my adventures. Starbound is what you make of it.

Building your own structures is a big part of the game. Here’s my museum. Source: A. J. Asplund

I actually talked about Starbound twice: once, in Episode 122- It’s a Fake, where I first picked up the game but didn’t quite get it, and again in Episode 136 – Make it So, when I set up a Starbound server at home for some friends to play around with. It’s worth mentioning that the game continues to get updated, so there’s seems to always be something new around the corner.

Check out Starbound for Steam here: http://store.steampowered.com/app/211820/Starbound/

Turmoil

Turmoil, by Gamious, is a lighthearted simulation game set in 19th century North America. It’s about OIL. You play a young entrepreneur that starts into the oil drilling business. Each level focuses on a single plot of land, precious black gold buried somewhere underneath the surface. Through a combination of using sounders and effective drilling, you try your best to pull as much of the oil as you can to the surface, where your oil delivery men then haul it to sell. And you have exactly one year to do it. Of course, there are challenges. Sometimes, the market price for oil dips, so maybe it’s better to stockpile your oil. Or maybe the pocket of oil you found has gone dry and you need to dig deeper. As you continue through the game, things get complicated.

Drilling for oil never seemed this entertaining in the movies. Source: Gamious

Between levels, you go to town, where you have the opportunity to spend your money on all sorts of things. New technology. Improved sounders. Better drills. All the sorts of upgrades you need as things get more difficult. You also have to compete against three other oil tycoons, each trying to be the best oil tycoon around. And, like any game about rich oil tycoons trying to make it big, you also have the opportunity to buy and sell stock in each other’s oil companies. It may be that the easiest way to beat Ricardo is to buy out his oil company.

Fred the Factory guy wants to upgrade your drills and pipes. Source: Gamious

I first mentioned this game back in Episode 128 – His Curry Name. There have been a few minor tweaks and patches since then. But, perhaps the most important thing is that they’ve announced new DLC that is coming soon, sometime in the first quarter of 2018. Maybe it’s time you take a chance at being an oil tycoon.

Check out Turmoil for Steam here: http://store.steampowered.com/app/361280/Turmoil/