Above the map

I was an impressionable age when the Super Nintendo Entertainment System was released in 1991. I’d spent hours and hours playing the Dragon Warrior (now Dragon Quest) games on my family’s NES, but the Super Nintendo was something that only friends or geographically distant relatives owned, and so it remained an object of awe and wonder, containing new, unimaginable worlds. No game, for me, embodied this wonder more than Final Fantasy II.

I was enraptured by the way everything seemed to be in sharper focus than the 8-bit RPGs I was used to, and the way that soundtrack seemed orchestral next to the NES’s sharp, rigid beeps and tones. I loved that the characters had actual faces and personalities, and that they came and went as the story demanded. But it was the airship that threw the whole world open.

While airships were foreign to the Dragon Warrior games, I’d seen the first Final Fantasy game, and the way that its cross between a helicopter and a boat rose a few pixels on the screen and let you move across the map at a substantially increased speed. Final Fantasy II includes airships from the very beginning of the game, but I still wasn’t prepared for the first time the game allowed me to lift off the ground and travel in a ship of my own. Instead of shifting a few pixels on the screen, the entire world seemed to pull back and expand.

lift off

This wasn’t just a game with brighter colors and more detail, this was a world that changed from a map to a globe. Instead of there being a new bridge to cross, a new key to find, or a new boss to fight, suddenly there was a horizon. In the context of iterative RPG grinding and slow leveling up, it felt like stepping outside for the first time. In later games, this space would be deemed to be so big that it needed to be filled with side-quests and optional item collection, but in Final Fantasy II there was just the sheer pleasure of flying across the world, exploring the corners not (yet) touched by the story for no more reason than the joy of doing so. It was more than enough.

Compared to the massive 3D worlds we’ve come to expect from contemporary games, the way that the SNES’s mode 7 graphics mapped a 2D world onto a scrolling framework may not be quite as impressive as it was in 1991. Now we not only have larger, persistent worlds that seem to go on even if we’re not around to play in them, but we have games like Minecraft that allow us to shape our worlds as they grow. But it’s not really the level of detail that makes the difference. It’s the unique combination of participation and perspective. It’s the way that every so often a game can shift the very ground under our feet.

The 11th Doctor as a cat

The artist, Jenny Parks, has drawn pitch-perfect cat versions of the other ten Doctors as well. Just so you know.

Evidence in a 60-second cartoon that The Matrix might secretly be the best video game film ever made. The power-ups, running/jumping platforming, the FPS-ness of the assault on building security. It’s all there. Add the 8-bit “victory” musical flourish, and it’s undeniable.

There’s a stark difference between just stating that Ethan is Shaun’s father rather than showing the complexities of their relationship; making Shaun dinner and pushing him on the swing seem more like chores than meaningful mechanics.

–David Chandler on awesomeoutof10.com on the father/son dynamic that drives (or fails to drive) Heavy Rain.

I found this an interesting statement precisely because the fact that the player as Ethan needed to take care of Shaun — and that “taking care” meant banal tasks like making dinner and ensuring that Shaun did his homework — was exactly what made the scene work for me. I thought the player’s tenuous connection to Shaun was an effective mirror of Ethan’s own emotional disconnection and the sort of effort-without-reward that trying to maintain connection in a broken family can be.

After all, I love my children dearly, but a lot of the time taking care of them feels precisely like doing chores.

But the more important observation might be that Heavy Rain is a game that leaves it to the player to figure out what relationship he/she (and largely Ethan) will have with Shaun. If the player doesn’t want to make Shaun dinner, there is no obligation to do so. In fact, there’s ultimately no obligation to save Shaun at all. Ethan can decide that crawling through glass and navigating an electrified maze is too much. He doesn’t have to sever his finger.

I agree with Chandler that there are more and less effective ways to build relationships between characters, and games that do more interesting things with child characters than other games. However, I think one of the things that makes a game a game is that there are alternative ways to do this than “showing,” and that not all strategies are going to be equally effective for all players.

That is to say, if a player doesn’t connect with Shaun, it’s not necessarily a failure on the part of the game. It may simply be a quality of their particular playthrough.

With the possible exception of the opening chapter of Heavy Rain, the Citadel DLC’s party might be single most extended scene of mundanity ever included in a big-budget, blockbuster, AAA video game. You buy supplies, send invitations, and mingle. There are no minigames, no conversational choices, nothing to do but listen and decide whether to turn the music up or down. It’s also almost entirely successful. If you’ve had all the conversations, completed all the side quests, and accepted all your choices, then it feels like a gathering of interesting people from different places who do incredible and unpredictable things. Some of them are old friends, and some of them are new, but you’re the thing they all have in common, and since they have good reason to trust your taste in comrades, they’re all willing to give each other a chance. Some of them are insecure and earnest, some of them are funny, and they’re all good company. It really made me miss my friends.

“Oh, The Mundanity” (by me) at Bit Creature

When writing my Batman Incorporated #8 review this morning, I kept thinking about this clip. I couldn’t find a way to work in a link, but I’ve been watching it over and over again. So watch it with me, will you?

I absolutely adore Andrew Scott’s Moriarty. Every bit as much as Benedict Cumberbatch’s Sherlock. (Maybe even a little more.)

Bit Creature

I’m very exited to announce that I’m going to be writing a monthly column about video games at Bit Creature. It’s an amazing site with an incredible group of writers doing really smart work looking at games, often from really original and unexpected angles.

My first piece, “(Not) Seeing Is (Not) Believing,” takes on Heavy Rain, and the lengths it goes to in order to hide a central character’s agenda and actions from the player. (There are some substantial spoilers, so be warned if you haven’t played the game yet.)

I hope you enjoy, and I’ll look forward to hearing your feedback. Also, I won’t be upset if you tell your friends.

Deadpool cover

The second printing variant cover to Deadpool Killustrated #1

I’m not sure I can even communicate how much I love this.

via Moms Read Comics

My gut tells me that what you have to do, all you have to do, is find the core of each character and give them interesting and original stories. New readers can be brought up to date quickly this way and longtime readers will appreciate a classic and familiar approach. You don’t need to info-dump for the sake of new readers, they’re smart enough to hit the ground running.

Brian Wood on his upcoming X-Men relaunch. (From my interview with him at Comicosity.)

Joker's face

I swear, just last week I was thinking, “The Joker’s face was cut off, and then he pulled it out of refrigeration and started wearing it. Wouldn’t it be rotting by now?”

Today, Batman artist Greg Capullo in effect said, “Yes. Yes, it would be.”

And this is the panel without the flies.

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