Thursday, September 4, 2014

Videogameopolis: Fighting Imaginary Dragons


Usually when I write about video games, it's reviewing or examining specific content of games. I'm generally disconnected from the wider "gamer" culture, because I tend to avoid fan communities. Even those I'm ostensibly a part of I keep at arm's length. Fan communities tend to embrace extremism, both positive and negative, for things that are extraordinarily insignificant.

#GamerGate proves that the gaming community is no different. In fact, it seems that gamers are embracing extremism and fanaticism in a way that's a little shocking. The controversy was sparked by spurious claims against an independent games developer that lead to wider anger over fraternization between those who write about games and those who make them. Supposedly, games creators having any kind of relationship, even professional friendship, with journalists is a massive breach of objectivity and integrity.

The anger unleashed recently has been wildly destructive and misguided, mostly directed at women and those who raise issues of social equality. This has led to a campaign of harassment against indie game developers, freelance writers, and smaller games websites. Already, several writers have announced their departure from writing about games, deciding that the underpaid career is not worth the abuse.

There seem to be several major strains of anger coming together in the GamerGate campaign. The first is a small, but virulent group of misogynistic and racist individuals who are using the gaming community as their personal army of destruction. These people want to see women and people of color driven out of the video game industry. While they may not be the majority, their influence has made this event especially toxic and has helped guide it's aim.

Entwined with the former group are those individuals who believe that the gaming industry is too concerned with social justice issues, and that video games should return to just being "fun." They see the games industry opening up to new people and ideas, and fear that their preferred entertainments, such as violent shooters, will somehow go extinct. Both this and the former group are the creation of outdated ideals based on fear of change, and there isn't much to be done about them other than drown them out of the conversation.

The last strain is also the supposedly legitimate face of the GamerGate movement. These people believe that any social connections between gaming industry professionals violate journalistic integrity. The only path to true "objectivity," they claim, is to weed out the corruption by revealing every personal detail of those involved and driving out those creators that are proven corrupt. This crusade, like most, ignores the blinding reality. There is no objective journalism, and social connections are inevitable in any professional community.

Anyone expericing shock that journalists and their subjects interact socially should read Fear and Loathing on the Campaign Trail '72 and The Boys on the Bus. Hunter Thompson and Timothy Crouse examined political campaign writing in the 70s, and found connections between politicians and journalists just as entangled, if not more so, than those within the gaming industry. Unlike video games writing, which is relatively inconsequential, these men and women were producing the coverage that shaped how the nation viewed its presidential candidates.

As those books show, these kind of social relationships grow within any kind of professional community. If you spend the majority of your time interacting within the space of the games industry, it's natural that most of your social bonds will form in that space. GamerGate claims some kind of major conspiracy to promote "unworthy" games, but it's mostly a case of confusing the cause and effect. Journalists cover games and then build up a rapport with the creators. It's not a bad thing to disclose those relationships once they exist, but their influence is being vastly overestimated.

Even though the cries for integrity and objectivity are the front of the GamerGate movement, they are confused and misdirected. Writers have long examined actual objectivity problems within the industry, like major corporations paying for coverage by YouTube broadcasters. Major publishers have given gifts to and thrown lavish events for games journalists for years. In those cases, the games and personalities concerned are more acceptable to the typical gamer audience, so such breeches in journalistic credibility receive far less outrage. Now that the games press is giving increased coverage to smaller independent games, as well as examining social issues within more mainstream games, the gamer community looks to nepotism and corruption as the only explanation for why something they find irrelevant is getting so much press.

The rallying cry against GamerGate has been that the campaign needs to stop as long as it's continued to be used as a tool of harassment. It's status as a virtual witch hunt, primarily against women, is its most vile aspect, but it's also important to notice that the ideas at the core of the movement are fundamentally flawed, coming from a complete misunderstanding of how the professional world works. Disclosure and openness are important in writing, but expecting journalists to be social pariahs disconnected from the world they cover.

Monday, August 11, 2014

The Misanthrope Visits the Fort Wayne Children's Zoo



Where:  
Fort Wayne, IN
One of the country's best zoos for families and people who don't want to deal with ludicrous crowds

Northern Indiana is not known for its thriving culture or thrilling attractions. One of the major reasons my wife and I left the state was because of the mind-numbing wasteland it becomes in the winter, and the summer isn't much better for those not interested in outdoor sports. There's definitely still things to see and do, but it often requires looking a little deeper or searching a little further.

While not as well-known as any attractions in Central Florida, the Fort Wayne Children's Zoo is also far better than just a hidden gem. It's one of the few genuine bright spots of the region, a moderately sized zoological park that still features a strong selection of animals and a constant drive to improve facilities. When I lived in Indiana, an annual membership was a necessity. I was determined to make a long awaited return to the zoo during my recent trip back to Indiana.

Monday, April 28, 2014

The Misanthrope's Guide to Star Tours: The Adventure Continues


Part of the Misanthrope's Guide to Disney World, a series of posts on surviving the theme parks for people who hate people. The main guide page can be found here, with links to previous posts.

While rides based on movies can be found in every Disney park, Hollywood Studios is the theme park dedicated to cinema in all its forms. Attractions themed to classic films and television shows, and in the case of the American Idol Experience, not so classic tv shows, form many of the key experiences. While Disney only recently purchased George Lucas's legacy of films, Hollywood Studios has long hosted one of the original Star Wars rides.

 Star Tours was a state of the art simulator ride when it opened in the 80s, featuring technology previously used to train fighter pilots. It remained a popular thrill ride for years, but the experience felt increasingly dated. Promised film updates never materialized, and simulators became so common that they could be found in shopping malls. Even the release of the Star Wars prequels did not inspire an attraction update, though that may have saved the world from Jar Jar Binks appearing alongside Mickey Mouse.

Sunday, April 20, 2014

Videogameopolis: Chucky Mendoza and the Curse of the Pharaoh Review


Chucky Mendoza and the Curse of the Pharaoh
Developer: {ths}
Available from Itch.Io for $.99+ or Free (with optional payment) from Developer Website

Indie games tend to be labeled "retro" by people who don't appreciate the simpler, often pixel based aesthetics that those games often utilize. The reason for these art styles is usually not nostalgia, but rather a choice driven by artistic design or budget requirements. Occasionally, though, there's a game that proudly trumpets it's retro feel. Chucky Mendoza and the Curse of the Pharaoh sells itself as a nostalgic throwback to a simpler, more difficult era, one that may not be appealing to everyone.

Chucky Mendoza's feature list is a refutation of all the evolutions in game since its earliest days. It's a list of things the game doesn't feature, including "save points," "tutorials," "extras," and "achievements." Inspired primarily by 8 bit platforming games from the Commodore 64, it evokes their feel by avoiding any modern game design, except for slightly better pixel graphics.

Wednesday, April 16, 2014

Videogameopolis: Tone Friends Review

 
 
Tone Friends
Developer:  01010111
Available from Itch.Io for $1+

Tone Friends by developer 01010111 is advertised as a "cute collection of music and sound games for anyone to play." Comprised of five simple flash games based around the basics of music and sound, it's an interesting diversion that unintentionally pulls off a great feat. In a world comprised of exploitative business models disguised as games for kids, Tone Friends manages to be a great interactive experience for young children that can also teach a little about music, as well.


All games are entirely controlled by the arrow keys, and most are easy to comprehend with little instruction. The art style evokes some of the earliest video games, with simple pixel art work and black and white color palette. Flashes of color and some higher fidelity designs are used as accents, which stand out from the more primitive surroundings. Colors mark out success, help denote what's important in the game, or just provide extra feedback along with the sound.

Tuesday, April 8, 2014

Videogameopolis: Escape Goat 2 Review

 

Even though they encompass an incredible variety of ideas, most indie games tend to work within tried and true genres, whether to subvert them, perfect them, or use them as a tool for other purposes. Escape Goat 2 is a puzzle game that aims for perfection, minimizing most skill-based platforming while focusing on logic and timing puzzles. It also stars a purple goat and a mystical mouse, but that's not especially relevant. This game isn't a joke, unlike some other goat themed releases, and it deserves far more attention for its spectacular puzzle design.


Escape Goat 2 is the sequel to a pixel graphic puzzle platformer released in 2011. The original game received acclaim for its ingenious puzzles and intuitive learning curve, and even inspired a Hey Ash, Whatcha Playin? episode, but had to struggle through Greenlight to receive a release on Steam. The sequel has gained the honor of being the first game published by beloved developer Double Fine, but still has not received as much attention as it deserves.

Tuesday, April 1, 2014

The Misanthrope's Guide to the 2014 Epcot Flower and Garden Festival


 Part of the Misanthrope's Guide to Disney World, a series of posts on surviving the theme parks for people who hate people. The main guide page can be found here, with links to previous posts.

Spring is a wonderful time in Florida. The weather is the perfect temperature, the summer storms have yet to arrive, and tourists only appear in sporadic bursts rather than a constant torrent. The birds are chirping, the rabbits are multiplying like rabbits, and Epcot's annual Flower and Garden Festival returns for yet another year. Like Spring itself, it's pretty much the same as last year, but it's definitely a welcome return.


The Epcot International Flower and Garden Festival, for those who haven't read my previous articles on it, is a two month long celebration of flora and vegetation, along with the occasional sniff of industrial strength fertilizer. Traditionally, it's been the less attended of Epcot's major festivals, since staring at vibrant flowers has less general appeal than getting plastered on wine or seeing a dizzying array of international Santas. For a nature loving misanthrope, however, it's always been wonderful, as the non-Spring Break crowds were dead and the park came alive with vibrant colors.

Thursday, February 27, 2014

Videogameopolis: The Benefits and Hazards of Indie Game Bundles


Over the last year or two, bundle sites have emerged as a growing force in digital content distribution. These sites run sales for limited amounts of time that "bundle" together video games, music, movies, even digital comic books, selling the complete package at a massively reduced price and often giving some of the proceeds to charity. The benefits to buyers are obvious, as they receive a large amount of content at a huge discount. However, the benefit to content creators, especially indie game developers, can seem more nebulous.

Recently, two independent games developers publicly refused to grant Steam keys, at least temporarily, to past purchasers of their games through bundles and similar sales. Their objections were mostly monetary, believing that the majority of these purchases were people massively underpaying for the product. By focusing on the money, they embraced familiar fallacies of the game development business while also endangering the greatest benefit of bundles, marketing and exposure.

Tuesday, February 18, 2014

Videogameopolis: Jazzpunk Review



Jazzpunk is a comedy video game. It's not a first person shooter, or adventure game, or any other traditional genre. It's an interactive experience that functions solely to get a laugh or smile, and its game mechanics either set up the punchline or are part of the joke.

Set in a bizarre alternative universe, Jazzpunk stars a secret agent named Polyblank, who you guide through multiple missions in a bizarrely anachronistic world. The themes are 50s and 60s spy movies with evil Russians and Bond style villains, but there's also cyberpunk technology and flying cars straight out of the Jetsons. All characters have the same shape as the silhouettes that mark bathroom doors, and they all make constant puns that imply they know they're in a computer, or at least partly electronic. It's Get Smart if Mel Brooks was obsessed with computers and further deranged.

The world makes little sense, then, which is entirely the point. Reality warping medications send the protagonist hurtling into each adventure, with simple instructions to complete, like retrieving secret documents or experimental technology. It quickly becomes apparent that the main point of the game is not to complete objectives, but to explore every environment and try to interact with every detail. Everything is a potential toy, and even random filler characters often have multiple lines of dialogue.

Thursday, January 30, 2014

Return to Normalcy: January 2014 Edition


Those looking for excessively cynical discussions of travel or over-thinking of video games and collectibles can ignore the following ramblings. The short version of the story is that posting will resume soon, after the recent not-so-short break. I'm not dead yet, as it were.

For the long version, we must return to the month of December, a time of joy, togetherness, giving spirit, chaos, disorder, worsening weather, and perpetual rushing. Since my wife and I moved to Florida, we have only found time to return to Indiana once a year. Preparing to leave for an entire week while also performing our normal duties is always a challenge. This year a succession of social and work related events were also spread throughout the December calendar.

For something completely different, a nursing baby manatee.

Tuesday, December 10, 2013

Videogameopolis: Nuclear Throne First Impressions


Independent game developer Vlambeer is no stranger to pain. The tiny two man team, along with occasional collaborators, have witnessed their best efforts stolen by unscrupulous rivals. Until recently, these clones of their games have also found a decent amount of success, discouraging these brilliant creators with a heavy dose of despair. Their fortunes have begun to turn recently, but it seems that they've decided to inflict some of that pain on others. Nuclear Throne is that pain, and it's exhilarating.

Nuclear Throne is the latest game to take inspiration from the "roguelike" genre, which is known for heavily randomized levels, high difficulty, and permanent death of game characters. These types of games give no quarter and no mercy, and only once chance to complete them. Traditionally, it's been a niche genre, due to the high skill level and time investment required. Recent games have taken the principles of these games but quickened the pace and shortening the experience. You can realistically finish in a couple hours, once you've played enough to not die within the first few minutes.

Wednesday, December 4, 2013

Vinylmation Problems: The Wide Spectrum of Collectors


As pointed out in the evaluation of trade boxes, Vinylmation fans have a wide range of concerns and desires, many of which directly contradict each other. These conflicting views come from a wide range of goals that collectors have. Each collector brings their own personal quirks that may place them in conflict with the collecting of others.
Often, collectors see the hobby only from their personal viewpoint. They fail to take the goals of others into consideration, and thus think that Disney's decisions are obviously wrong or problems are easy to fix. By understanding the various types of traders, all the factors become clear that must be balanced for a healthy hobby and collecting community.

Tuesday, November 26, 2013

Meet Lil' Joe, Epcot's New Manatee


The zoos and aquatic attractions of Florida work together to aid and preserve manatee, gentle giants often injured by pollution and boat propellers. Epcot's Living Seas pavilion is no exception, housing a small manatee rehabilitation facility inside the larger aquariums. By law, manatees are cared for as wild creatures, with care focused on the eventual release of the animals


For the last couple years, Disney has housed two manatees that survived boat strikes, named Lou and Vail. Both suffered serious injuries that left their tails in tatters, which made release difficult. It seems Vail has either been transferred to another facility or been released, as he's no longer at Epcot.

Friday, November 22, 2013

The Misanthrope's Guide to Proper Disney World Parking


Part of the Misanthrope's Guide to Disney World, a series of posts on surviving the theme parks for people who hate people. The main guide page can be found here, with links to previous posts.

Parking in theme parks is often one of the most miserable parts of the day. In the morning, it's the arduous, overwhelming hassle that bleary eyed visitors must undertake before they are truly awake. In the evening, it's the last obstacle for exhausted tourists as they fight alternating weariness and rage as they sit in unmoving traffic.

Having acquired excessive land and foreseeing the potential nightmares, Disney designed parking lots with minimal hassles and maximum capacity in mind. Parking areas are massive, flow through multiple entrances into carefully guided spots, and enter from and exit directly to major roads. Everything is designed to minimize the likelihood of traffic jams and remove most of the hassles that make the beginning and end of the day so painful.

Unfortunately, Disney forgot one thing when they planned this perfect parking solution. They failed to account for the fact that many of the people parking their cars every day are inconsiderate, reckless buffoons. Unless a mandatory driving class is required before using the parking lots, there is most likely no way to eliminate the problem of bad motorists. However, these guidelines may help alleviate a few cases of theme park road rage.

Monday, November 18, 2013

Vinylmation Problems: The Trouble with Trade Boxes


 Usually I write Vinylmation articles for the site VinylmationWorld.com, but this is a topic that falls a bit outside its usual content and tone. As such, I thought it more appropriate on my blog.

Vinylmation fans, like any fans really, have an ever changing variety of complaints and issues with the hobby. Many of these issues can never be resolved, as they often contradict each other. For example, the casual collector would like easier to find items at cheaper prices, while those looking for rarity or profit want small edition sizes that make vinyls exclusive and expensive. It's a balancing act to please all the different varieties of fans, and there is no way to make everyone completely happy.

However, there is one problem area that most collectors can agree is an issue. Trade boxes, both mystery and clear, were meant to give Vinylmation buyers a way to exchange blind boxed figures they didn't want for something better. As the hobby has grown older, numerous factors have combined to make these trading boxes virtually useless to all but the most casual collectors. Trading in any figure purchased at retail price seems a foolhardy edeavour, as what will be received in return is usually an undesirable vinyl, one that was most likely on clearance or found in the outlet stores.

Many Vinylmation fans believe that this is a problem easily fixed, and that Disney's lack of action is laziness or disregard for the hobby. In truth, there are a lot of factors that prevent an easy solution. While there may be ways to fix the problem, understanding the contributing factors makes the problem's complexity clearer.

Thursday, November 14, 2013

Videogameopolis: The Joy of Frustration


One of the great perils of nostalgia is that it often leaves people remembering fondly things that seemed terrible at the time. Everyone's heard some variation of the line, "When I was young, I walked to school barefoot in the snow uphill both ways, and I loved it." In the world of video games, there's a growing nostalgia for the extreme difficulty of games from their early days. The argument goes that games today are a shadow of their former selves, because they're too accessible, and there isn't enough challenge.

These arguments tend to overlook many factors for the differences in difficulty. Early video games were often designed first for the arcade, where a high level of challenge forced players to spend more of their precious quarters to continue playing. These games also often had unwieldy  or flawed controls, due to the primitive technology, that unintentionally made the experience harder. There's also the truth that while the default challenge of modern games is not insurmountable by most, these games usually include higher difficulty levels as an option, or focus on other concepts like story over punishing mechanics.

Monday, November 11, 2013

The Misanthrope's Guide to Epcot's Gran Fiesta Tour


Part of the Misanthrope's Guide to Disney World, a series of posts on surviving the theme parks for people who hate people. The main guide page can be found here, with links to previous posts.

World Showcase is the true heart of Epcot, and the Mexico Pavilion is one of World Showcase's most stunning countries. Fronted by a giant facade that resembles an Aztec temple, the entire experience is housed inside. A small museum of Mexican culture and history provides the entry into the greater pavilion, a perpetually moonlit courtyard buzzing with life. Street vendors sell numerous wares, nearby stores entice customers with pricier goods, and a tequila bar tempts the thirsty. A romantic restaurant sits along the water that flows past another ancient temple, with a volcano looming in the distance.

Hidden in the back of the pavilion is one of World Showcase's only two rides, three if you count transportation boats. The Gran Fiesta Tour Starring the Three Caballeros has one of the longest names of any Disney attraction, but that's not the only thing that makes it unique. This is a dark ride, tourism film, and animated adventure all viewed from a slow moving boat. It's not the best or most exciting ride, but it's one of the most random.

Saturday, November 9, 2013

Vinylmation Trading Dash 2: 5th Anniversary Edition


Five years ago, Disney launched the Vinylmation line of collectibles. Inspired by urban vinyl and art toys, the series was created to replicate the success of Disney pin trading. The official launch was at Festival of the Masters, a yearly art exhibition that takes over Downtown Disney.

To mark the 5 year anniversary, Disney released multiple new Vinylmations, including event exclusives, and had a signing with several of the artists behind the vinyls. I was there to cover the new releases and events, so I decided to mark the anniversary in my own way. Yesterday was the second attempt at the Vinylmation Trading Dash, and it was both a success and a failure.

Wednesday, November 6, 2013

Theme Park Connection Moves Locations, Writer Empties Wallet

 

Theme Park Connection is a Disney memorabilia reseller, the major retail location for secondhand and one of a kind items in the Orlando area. Over the years several stores have filled this niche, but Connection has dominated the market for a while. Selling and buying items through eBay, online, and their physical location, they have amassed an eclectic collection of items. If you're looking for anything Disney, from old toys and collectibles to maps and ephemera to actual pieces of the theme parks, then Theme Park Connection is the place to look.

The most unique items are the disused pieces of Disney itself, but many of those items can be quite impressive in size and scope. At their former location, Theme Park Connection seemed to be bulging at the seams. Rooms shrank to make room for more behind the scenes storage as inventory only increased. A typical visit to the store included at least a few moments of delicately side-stepping some iconic prop from the theme parks of old.

Monday, November 4, 2013

The Routine: A Short Story


A piercing cry cuts the still morning air, an organic alarm. It is time for The Routine. The man suddenly wakes and stares towards the sky. He hopes, prays, bargains for just a few more minutes of unconsciousness. Closing his eyes, the man tries to slip back into the blackness, away from reality.
Sharp jabs, like tiny needles, sink into his flesh. This is the first punishment, the first pain for delaying The Routine. The punishments will only become more insistent, more painful as he delays the inevitable. There's no point to waiting any longer. Relief will not be granted.

Reaching blindly into the dark, the man feels something brush against his flesh, startling him. Regaining his composure, he reaches out again until he feels the cold metal of his spectacles. Setting them on his face, they feel icy, only adding to the growing pain in the forehead. The man's eyes begin to focus, but still see nothing but the black.