Recently, Nintendo received some flak over Tomodachi Life over not including same sex relationships in the game. Now, maybe people are taking this a bit too far than it needs to, as people tend to do. However, there is something to this.
I watched this video recently, and it brought to light a few things that I found to be unnerving. I'm not gay, nor do I claim to speak for those who identify as being so. I do, however, wish for equal representation, especially when it comes to video games.
I think that one of the more important things that video games offers is the ability to create and customize their own characters. In a small way, this allows players to express themselves. Whether it is changing the color of the outfit, or putting a silly hat on that character, the player has made their mark. Video games are a sort of escapism, and the option to create pr customize a character within a mythical universe, thereby making it our own is a pretty radical idea. More and more games are offering up customization, not just in the items or color pallets that characters wear, but whom they can romance.
"Romance Options" is a rather demeaning, and sterile title given to characters that players can engage in relationships with in a video game. Games like Mass Effect, and Dragon Age are what comes to mind when hearing Romance Options. Bioware is a company that is in full support of its diverse fanbase, and has adjusted their games accordingly. Mass Effect 3 allowed for Homosexual relationships, while the previous games had no problem offering up Lesbian options. Dragon Age II made more characters Bisexual so that players would be able to romance characters that they liked. Bioware has most certainly received complaints in regards to such things, as most would expect, and they stood their ground. Again, I'm not Homosexual, but I do think that equal representation in the sense that players can have the freedom to do whatever they want within the game is a cool idea.
I think that it's important all media, not just video games, to offer up this kind of representation. It's not a way of life, it's just who you like. By restricting players to not be able to pursue certain characters in a romantic sense, you've also restricted the freedom in that game. That is where Tomodachi Life falls short. The game is supposed to be a game where players can "vacation" to and live out a fantasy life. If players are restricted, it holds them back from living out their fantasies.
Games are art, and they are a kind of art the likes of which are unmatched by other media. Games allow players their own creative freedom, and they impact us in ways more powerful than just letting us watch. By letting us play, explore, and adventure in the worlds that are created in video games, we are captivated by them. We grow within those worlds, and we form friendships with the characters in those worlds. People are weird, and confusing things, and sometimes we just have to escape from reality. If our escapes are telling us that we can't be who we want to be because someone, somewhere, that we don't know said that we couldn't, well... that just isn't fair.
Thursday, May 22, 2014
Thursday, May 15, 2014
Oh The Places You'll Go....
Environments in video games are just as integral as the gameplay and story. If a game environment is uninteresting, then that seriously affects the game. Games should transport players to mystical, or at least believable, places that the players want to spend time in.
Journey is a game that takes place in a desert, but I've played through the game multiple times just to spend time in the world that it creates. The game may only be two hours, but it's a worth while experience. The art direction of Journey is distinctly that of That Game Company, and the environment plays a part in the story as much as it is its own character. The landscape is populated by the occasional ruin or bit of magical fabric. This creates a certain element of symbolism. Journey is just another tale of "the hero's tale" but it's done in a minimalist approach. For example, the dark part of Journey where the cloaked figure falls down into the depths, can represent the fall of the hero. Where the hero has gone through much, and has fallen because he or she has grown weak. This darkness, this depression, is marked by the dimly lit environments, and the architecture of the ruins that seem to reach over the player. Like a hand about to slam down on an insect to crush it. This section also makes use of lighting in a very specific way, with only a few shafts of light beaming down from the ceiling, symbolizing hope. Then there is the final section of the game, which is all about upward motion and momentum.
The final section of journey is the antithesis of the depths that the player went through earlier. The top of the mountain is brightly lit, and purely white. The player is happy to be at the end of his or her journey, and the game emphasizes this with stunning visuals and level design that creates flow for the character to move through swiftly. The environment is important, not only as something that players want to spend time in, but also playing a role in setting the tone.
My favorite game of all time Jet Grind Radio has character in spades. Each one of the environments of the three districts of Tokyo-To emanate with personality. Shibuya, Benten, and Kogane are all easily recognizable by their look, color scheme, gangs, and even the bystanders that are littered about each level. Music is an integral part to completing the experience of Jet Grind Radio, and each level has its very own set of songs that play. That's why when listening to a select song on the soundtrack for the game, my mind goes immediately to the level in which that song was played. Shibuya is the shopping and social district, Benten is the district of the night with bright neon lights and tall buildings, and Kogane is the residential district, which has a laid back and relaxed vibe to it, which abruptly disturbed when the cops show up on the scene with attack helicopters.
A well designed environment can help to craft an engaging story by having one of its own. Such as in The Last of Us, when the world is nearly at its end, and human civilization has fallen. All of the places that Joel and Ellie go through have undergone some traumatic events and are dilapidated and deserted. There is a sense of sorrow from these places. Finding the letters of friends telling stories to one another or reports of what had happened right up until the end. The environment can have a story in its own right, and become a character.
Video games like to pride themselves on their memorable characters that players will come across, but scarcely boast about the environments that they travel through. Environments are important to the overall experience of the game. All too often they are written off as hallways that lead to the next objective. If you take a look at some of the rooms in the Metroid: Prime games, or the multiplayer maps of Halo, there is a story there. Environments need to have character, because it plunges the players deeper and deeper into the world of whatever video game they are playing. So, next time you play a game, stop and smell the roses, or at least look at them because they are digital and you can't smell them because then you would be smelling your TV and you would just look silly doing something like that.
Journey is a game that takes place in a desert, but I've played through the game multiple times just to spend time in the world that it creates. The game may only be two hours, but it's a worth while experience. The art direction of Journey is distinctly that of That Game Company, and the environment plays a part in the story as much as it is its own character. The landscape is populated by the occasional ruin or bit of magical fabric. This creates a certain element of symbolism. Journey is just another tale of "the hero's tale" but it's done in a minimalist approach. For example, the dark part of Journey where the cloaked figure falls down into the depths, can represent the fall of the hero. Where the hero has gone through much, and has fallen because he or she has grown weak. This darkness, this depression, is marked by the dimly lit environments, and the architecture of the ruins that seem to reach over the player. Like a hand about to slam down on an insect to crush it. This section also makes use of lighting in a very specific way, with only a few shafts of light beaming down from the ceiling, symbolizing hope. Then there is the final section of the game, which is all about upward motion and momentum.
The final section of journey is the antithesis of the depths that the player went through earlier. The top of the mountain is brightly lit, and purely white. The player is happy to be at the end of his or her journey, and the game emphasizes this with stunning visuals and level design that creates flow for the character to move through swiftly. The environment is important, not only as something that players want to spend time in, but also playing a role in setting the tone.
My favorite game of all time Jet Grind Radio has character in spades. Each one of the environments of the three districts of Tokyo-To emanate with personality. Shibuya, Benten, and Kogane are all easily recognizable by their look, color scheme, gangs, and even the bystanders that are littered about each level. Music is an integral part to completing the experience of Jet Grind Radio, and each level has its very own set of songs that play. That's why when listening to a select song on the soundtrack for the game, my mind goes immediately to the level in which that song was played. Shibuya is the shopping and social district, Benten is the district of the night with bright neon lights and tall buildings, and Kogane is the residential district, which has a laid back and relaxed vibe to it, which abruptly disturbed when the cops show up on the scene with attack helicopters.
A well designed environment can help to craft an engaging story by having one of its own. Such as in The Last of Us, when the world is nearly at its end, and human civilization has fallen. All of the places that Joel and Ellie go through have undergone some traumatic events and are dilapidated and deserted. There is a sense of sorrow from these places. Finding the letters of friends telling stories to one another or reports of what had happened right up until the end. The environment can have a story in its own right, and become a character.
Video games like to pride themselves on their memorable characters that players will come across, but scarcely boast about the environments that they travel through. Environments are important to the overall experience of the game. All too often they are written off as hallways that lead to the next objective. If you take a look at some of the rooms in the Metroid: Prime games, or the multiplayer maps of Halo, there is a story there. Environments need to have character, because it plunges the players deeper and deeper into the world of whatever video game they are playing. So, next time you play a game, stop and smell the roses, or at least look at them because they are digital and you can't smell them because then you would be smelling your TV and you would just look silly doing something like that.
Tuesday, May 6, 2014
Summertime (Fangirling over Nintendo)
This past weekend I went on vacation to visit family and just spend time with them. I had a lot of fun, and made a few memories. One such memory was playing the Nintendo Wii with my mom. It brought back memories of when my family fist got the Wii. How we all stayed up to 5 in the morning playing Wii Sports Bowling. Playing Wii Bowling with my mom also brought back memories of when my family would gather around the N64 and play games like Mario Party and Mario Kart. Nintendo games just make me feel good. Use of bright colors and a warm aesthetic brings me back to better days of spending time with the old 64 and just playing games.
Playing the Wii over the weekend made we want to bust out a few other Nintendo games. Unfortunately these were games that my cousins did not have. The games I wanted to play were all by Nintendo, because their games have a certain feel about them that is distinctly Nintendo. Those games being: Super Smash Bros. Brawl, because I wanted to tear it up as mah gurl Zero Suit Samus, Super Mario Galaxy, because that game is totally awesome and grandiose, Pikmin, because I could look at it for hours, I also wanted to play Metroid II: Return of Samus, and Zelda The Twilight Princess. All right, so not all of those were Wii games, but they're Nintendo games none the less. Something about Nintendo games just reminds me of being a kid again. They're fun, and sometimes that's all a game needs to be about.
There's something that is genuinely serene and calming about dedicating an entire day to playing old video games. A lot of it is nostalgia, but most of those old games still are a lot of fun to play. The N64 for has become quite foreign to me over the years, as I don't recall it being that small. I digress. Nintendo games remind me of being a kid, with no responsibilities or cares in the world. Just to sit there and enjoy the game that I was playing, to beat the next level, to get the next star, to delve deeper into the unknown. Games made up my childhood, and Nintendo was right there with me.
Nintendo is still with me, as their games still have that same feel to them. The feeling of having fun, and being a kid still exists in Nintendo games. We still need Nintendo, and we still need fun. Games today are so dark and gritty and adult. I just want a summer day like I did when I was a kid.
Playing the Wii over the weekend made we want to bust out a few other Nintendo games. Unfortunately these were games that my cousins did not have. The games I wanted to play were all by Nintendo, because their games have a certain feel about them that is distinctly Nintendo. Those games being: Super Smash Bros. Brawl, because I wanted to tear it up as mah gurl Zero Suit Samus, Super Mario Galaxy, because that game is totally awesome and grandiose, Pikmin, because I could look at it for hours, I also wanted to play Metroid II: Return of Samus, and Zelda The Twilight Princess. All right, so not all of those were Wii games, but they're Nintendo games none the less. Something about Nintendo games just reminds me of being a kid again. They're fun, and sometimes that's all a game needs to be about.
There's something that is genuinely serene and calming about dedicating an entire day to playing old video games. A lot of it is nostalgia, but most of those old games still are a lot of fun to play. The N64 for has become quite foreign to me over the years, as I don't recall it being that small. I digress. Nintendo games remind me of being a kid, with no responsibilities or cares in the world. Just to sit there and enjoy the game that I was playing, to beat the next level, to get the next star, to delve deeper into the unknown. Games made up my childhood, and Nintendo was right there with me.
Nintendo is still with me, as their games still have that same feel to them. The feeling of having fun, and being a kid still exists in Nintendo games. We still need Nintendo, and we still need fun. Games today are so dark and gritty and adult. I just want a summer day like I did when I was a kid.
Labels:
adventure,
awesome,
Choice,
Game Review,
gameplay,
games,
Gaming,
Video games,
videogames
Thursday, May 1, 2014
Think of the Children!!!
I like the idea of growing old with the heroes of my youth, but I'm not in control over how they age. I too have noticed not only gritty reboots, but just the grit that is everywhere on game shelves. Perhaps I'm just being nostalgic, but when I played games they weren't so gosh darn dark. I feel bad for the kids of this generation as the games that are being made today are being made by people who want the the heroes of their youths to age with them. There is no love for the younger generation as far as original games goes. Instead, they are left with cash-ins and money grabbers that suck parents wallets dry. Games of my youth were fun, challenging, and most importantly: original. I may not have played all of the games of my generation, especially since I managed to skip out on the SNES somehow. Even still, there was a lot to offer for a kid back in the day.
Every time that I look at store shelves in the game section, I can't find anything that I would deem playable for a child. Nothing seems challenging, or engaging, and not in the least original. Originality is important because it breeds imagination. Games for kids these days don't have that anymore. I don't even have to play these games to know that the poor kid who plays these games will be treated like a kid. The game will take them by the hand, and not let them take control until every single piece of the tutorial rhetoric has been given to them. Kids can be smart if you let them prove themselves. Though, this is coming from someone who is not a parent.
When I do become a parent, eventually, I will hand down my old video game systems to my children. They will play the games that I did when I was their age. They might not understand a cartridge or why the graphics don't look as good, but I will teach them to see past those things. Games are important, not only to children but to society as a whole. They are a new art form, and there should be some kind of responsibility for them. I most definitely look forward to the day when I can race my kids in Mario Kart 64, or play them in a game of Mario Party. I will be their sensei and teach them the ways of the blade with Soulcalibur, or show them the awesomeness of Jet Grind Radio. Games are still the coolest thing ever, it's just... Nobody seems to care about the kids anymore.
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