Class Activities

Scott Pilgrim and Trope Appropriation (Attropriation?)

I decided to talk about Scott Pilgrim because it represents one of my favorite forms of appropriation: use of fantasy elements as stand-ins for real-world issues.

None of us have actually engaged in an epic combo-punching video-game fistfight (though, if you have, I want to hear all about it). However, most of us have ended up in positions similar to Scott’s in this clip, in which our competition with a rival devolves into a no-holds-barred duel, at least in a metaphorical sense. Although the “rivals’ duel” trope does not actually apply to any of us, in its appropriated sense, as metaphor for interpersonal conflict, it applies to all of us.

Fantasy stories are often (and often correctly) accused of escapism. However, fantasy can also tell real stories, and in subtler ways than nonfiction. Scott Pilgrim is mostly fluff (though very stylish fluff), but  this sort of trope appropriation can be turned to more noble ends. Through the use of trope as metaphor, we can discuss issues that could be too difficult to address outright. The video game Celeste excellently uses the “evil twin” trope to discuss mental illness, for instance. I’ve even made a video game myself that puts the “chosen one” trope to work in an examination of anxiety. These narrative ideas have power, especially when their meanings are appropriated, examined, and, often, inverted.

Indie Game: Hyper Light Drifter

The game I have chosen to present is the indie game Hyper Light Drifter, This game is made by the studio Heart Machine. It is a 2d top view platformer game. The Art style is pixelized style. What really caught my attention of the game is the ambiance, the music, and just the overall experience, it is something you must experience for yourself, for that reason being I will not talk about the story as it is best to play through it and experience it.

 

Indie Show & Tell: Orwell

Game:

Orwell is a simulation game where you play as a person working for the government that looks for and investigates national security threats. Aka spying on people in public.  Set in a country called the Nation, you have the ability to spy at people through surveillance cameras, and access to their private information through the government’s database. It’s a game that really makes you question the right to privacy, whether or not this surveillance is ethical.

Gameplay video: https://www.youtube.com/watch?v=gF534eFpR4whttp://

 

What I think:

I think that this piece can be related to many of the game examples discussed in class, as well as the reading about the radical political avant-garde. This game is very relatable to games like September 12th, where it criticises US military actions in the Iraq war by having a very unconventional gameplay, and the mod Quest for Bush, a game that reverses the role typically found in game, where the main enemy is George Bush. I definitely think there is a huge political aspect to the game Orwell. With issues such as privacy and surveillance these days, this game really fits well into these issues. It brings up questions about the ethics of surveillance. I think this is a great and important game that helps us learn, and gets us thinking about what is right and what is wrong.

Indie Show & Tell: Portal 2

This is a first-person puzzle-platform video game. It combined puzzle elements and future techniques.  It received critical acclaim, particular for its writing, pacing, and dark humor. The goal of this game is not killing, and it measured our exploring spirit and wisdom. Pursuing the new critical thinking way and creative thinking can help me obtain more enjoyable game experiences.

Indie Show and Tell: Kairo

Kairo is a first-person atmospheric puzzle game, or what many would refer to as a “walking simulator.” All interaction with the world and the puzzles is done through manipulating the player’s position. The only things you can do in the game are walk, run, jump, and look around.

While the game never explicitly gives you a goal, the spaces and puzzles slowly guide you to set the machinery of the world into motion, unlocking new areas. At any time you can go explore the places you have already been; there are no one-way gates blocking you from going back, though there’s not much of a reason to do.

There is no text in the game, save for the menus and a few lines after the credits. All of the story is told through environmental details, visuals, and excellent sound design. The story slowly unfolds as you discover images and sculptures. There are plenty of hidden areas that lead to scenes that also help tell the story, but they are very, very difficult to find. They are only necessary for the secret ending.

The story is told non-linearly and starts in medias res. The story isn’t really about you, it’s about Kairo and what it does and why it exists. Who you are is relatively inconsequential to the plot; anyone could take your place and it would function the same. Because of all these factors, the story can be somewhat difficult to fully make out, though I thought it was clear enough to keep me motivated. Feel free to look up the plot once you finish, the creator of the game has confirmed that several analyses of the game’s plot were correct.

I really like Kairo, but it’s not for everyone. If you like walking simulators, you’ll probably enjoy it. The atmosphere of the game is incredible, with a unique visual style and a haunting soundtrack. If you don’t like games entirely based around atmosphere and exploring empty spaces, there’s not much to do in the game other than think and look at the cool architecture.

Relation to Avant-Garde Videogames : Playing with Technoculture

If I had to put this game on the Radical-Complicit/Political-Formal chart that Schrank uses organize the chapters in his book, I’d place it as Complicit and somewhere between Political and Formal. The game doesn’t really do anything radical, but the gameplay of walking around in Kairo alone leads to deeper meaning when placed in the context of the story that the game tries to tell. Combining these factors leaves me unsure of how to categorize it other than “somewhere in avant-garde.”

This article describes the game rather well: https://www.rockpapershotgun.com/2013/04/23/wot-i-think-kairo/

MASSIVE SPOILERS AHEAD

read more…

Indie Show & Tell: This War of Mine: The Little Ones

Game trailer:

Game overview:

“This War of Mine” revolves around a group of survivors trying to live out an unnamed conflict by savaging for items, finding survival aids, feeding on rats and vegetable gardens and trading with other survivors. Much of the game depends on the choices you make throughout the game as each decision not only affects the story but also affects the players in the story. You are not only trying to not starve, but also trying to survive mentally. Each decision impacts the ethical and moral mental state of the survivors.

War Isn’t All That Glamorous:

Many of the popular games today glorify war. First person shooters such as the “Call of Duty” franchise has been so popular that they have come out with copious amounts of sequels. The common story line is that terrorists invade and you are called upon to gun them down. War is glorified, which is why so many people today seem so indifferent when there is an ongoing war on the news. However, no one every talks about the civilians who are effected by the war. Just like the game “12th September”, “This War of Mine” puts players in the shoes of civilians who are stuck in a war zone with no where to run. The characters in the game are civilians and not soldiers you play as on “Call of Duty”. The lives, and mental state of civilians need to be considered before every decision. “This War of Mine” is a social commentary of the ugly side of war. Bombs and bullets do not just kill the intended target. Collateral damage is what creates broken families and war torn cities.

Indie Show & Tell: The Cat in the Hijab

Screenshot

Overview

The player follows a cat wearing a hijab as she boards the subway on her daily commute. The game is a simple “point-and-click”. In the game, other characters will interact with you and you decide how to respond to them. Topics that are explored include diversity, inclusiveness, tolerance, racism, bigotry, sexism, Islamophobia, and homophobia.

Website

https://andyman404.itch.io/the-cat-in-the-hijab

Trailer

Discussion

In chapter 3, “Radical Political”, Schrank talks about how avant-garde can be used as a political tool to point out what is usually hidden like racism. He notes, “the avant-garde … attacks the cultural pillars of reality. To face these pillars is to face the very limits of language.” Essentially, visuals can be seen as a form of language . Avant-garde art is seen as nontraditional and unorthodox. With The Cat In The Hijab,  the artist uses a world of cats to portray issues people face today. Moreover, the gestures done by other characters in the game along with their dialogue clearly reveals the hidden undertones of the game.  It is the perfect blend of reality and fantasy.

Indie Show & Tell: Madrid

Link: http://www.newsgaming.com/games/madrid/

MADRID is a Newsgame made by the same group of people who made September 12th. It was created shortly after the Madrid Train Bombings in 2004, in which 192 people were killed and around 2,000 people were injured. The game was made to commemorate the deceased in this tragedy.

The game mechanic is simple: The player can click on each candle to make them glow brighter, and the assumed goal is to make all the candles glow bright at the same time to pass the process bar in the bottom left corner. However, this is physically impossible to accomplish because the candles go out way too quickly. If the process bar reaches zero, you lose the game and the screen says “You have to keep trying.”

The message of the game is that you can’t keep the memory of the terrorist attacks alive forever. People WILL forget.

 

Indie/Art Game Show and Tell: Subsurface Circular

Subsurface Circular is a text-based adventure game lead by designer Mike Bithell of Thomas Was Alone fame. The game follows the story of a robotic detective taking the subway in a city filled with millions of these robots, or “Teks” that serve different jobs for human masters. The main Tek learns that other Teks are going missing, possibly being kidnapped, or worse. Theta, the main Tek, decides to investigate these disappearances, but all while on the subsurface circular (the titular subway system). The player uses dialogue choices and special detective abilities for Theta’s specific android model in order to link together clues gathered from different sources and to solve puzzles. The game’s story also deals with issues and topics of agency, control, truth, and justice, and does all of this using only text-based gameplay with no visible human characters.

Indie Game

Dead light

This is a Action & Puzzle game published in 2012. DEADLIGHT shows a story follows the journey of Randall Wayne, a man searching for his family across the disaster. The story takes the background of  Seattle during the aftermath of a 1980s event that has vanished most life on earth. Most people turned into zombies, and will attack you. This game will challenge you to run, jump, climb, and struggle for your life as you look for the truth of this disaster and your family.

In the game you have to find your way to the next stage, and make sure you will survive from the zombie attack. Since the player can barely fight, so he have to use some interaction with the background tools to kill the zombies, or you can use the weapon you picked up to kill the zombies, or you can just run. The game will end when you lose all your three lives. In the meantime, you have to collect all the journals that has been located in different places, so you can find out the truth behind the doom and find the hint to find your family.

 

 

This game is a 2D game with some mix with 3D scene. To me, I think it looks more like an art than a game. Because this game can show me a idea of the end of the world.