All posts tagged: Video games

Pokémon Korosu In-Game Screenshots

Playful (Counter)Publics: Game Mods as Rhetorical Forms of Active and Subversive Player Participation

By Nicole Kurashige Introduction Though most digital humanities scholars readily agree that game developers need to offer more progressive functions and options to enhance player agency, such recommendations for further research or action often ignore how players are already able to enact their agency in spaces beyond the game itself. Online gaming forums serve as hotbeds of active player participation and (counter)public discourse.1 Players seeking to expand their agency within games can do so via modifications (referred to hereafter as “mods”).2 Mods, which are collaboratively developed in such online forums by players for players, are digital compositions that can alter the code of a game in various ways, thereby opening up more possibility spaces for players without having to wait for developer intervention. Players, thus, challenge, resist, and subvert the procedural rhetoric encoded in a game by exhibiting their agency through the creation, distribution, and use of these mods. Mods and their related modding communities have been around for decades, but, surprisingly, little to no research has been done to examine their rhetorical significance. This …

The Monster Has Kind Eyes: Intimacy and Frustration in The Last Guardian

By Kaelan Doyle-Myerscough The Last Guardian is a 2016 single-player adventure game that follows the relationship between an unnamed young boy and a giant gryphon-like creature, referred to as Trico, as they navigate the ruins of an ancient, apparently technologically-advanced civilization.1 The player controls the boy, who is small and weak—he is incapable of fighting the ghostly suits of armor that he and Trico encounter throughout the game, and he often cannot physically traverse the massive, vertical ruins in which the game takes place without falling or stumbling. Meanwhile, Trico, who accompanies the boy, protects him from danger and is essentially impervious to harm; however, Trico is vulnerable to hunger, distraction, fear, and to the lingering effects of traumas it has apparently suffered at the hands of something in the ruins. The boy and Trico, neither fully able to traverse the space they find themselves in, must work together to locate food, overcome obstacles, and defeat enemies. Critical and audience responses to The Last Guardian were mixed: though the game was praised for its map …

Being

By Iasmin Omar Ata “We are the wound in the Arab world … everyone watches what happens to us.” –Nader Said1 Being is an abstract adventure game that explores, from a future lens, the past and present of the Palestinian lived experience.2 In the story of Being, the Palestinian diaspora has extended to outer space as the Earth crumbles. You play as a Palestinian cadet, sent back down to Earth by the colony, on a mission to recover artifacts, memories, and messages from a region near an old border. Your ship crashes into a ruined complex of houses; you step out of your ship into an eerie, red-light room. There are three doors around you and a table in the middle of the room, on which appear to be a cassette player as well as a cassette tape—but parts of the ribbon seem to be cut out. Curious as to what it would say, you begin looking around to see if the tape pieces are nearby. The first zone of the game focuses on memories …

Jumping Through Platformer History: A Review of Super Mario Odyssey

Written by Byron Fong, University of Rochester Nintendo’s most recent addition to their franchise, Super Mario Odyssey (2017) is, put simply, a nearly perfect game. Nintendo’s Mario games are some of the few in the industry that continue to garner widespread praise and blockbuster success, while still cultivating a cute and rather benign aesthetic. Mario games continue to successfully resist the hyperviolence of other console/PC games that make up the majority of games that have its level of success. The franchise’s popularity depends both on brand recognition as well as unusually tight mechanics that are necessary for a good platformer experience. [1] Mario games always feel carefully and lovingly designed, facilitating a desired sense of “flow” and control. Odyssey is no different, yet it would be shortsighted to see it as just a continuation of what Super Mario 64 began.[2] If Mario 64 marks the transition from 2D to 3D games, Odyssey [along with The Legend of Zelda: Breath of the Wild (2017)] is Nintendo’s foray into the open world genre. But what continues to place it …