How I wasted my Saturday: Braid is out for the PC as of Friday, and is exactly as awesome as everyone says. $15 Download here...
Saturday, April 11, 2009
Posted by
Gerry Canavan
at
7:07 PM
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Labels: Braid, games, time travel
Wednesday, February 18, 2009
Things I've enjoyed on the Internet today.
* A Seth tribute to Charles Schulz.
* The ruins of Detroit's abandoned Belle Island Zoo. Via MeFi.
* Spy Vibe, a blog devoted to the '60s spy aesthetic. Also via MeFi.
* Three Jane Austen sci-fi films are apparently in the pipeline: Pride, Prejudice, amp; Zombies; Pride & Predators; and Lost in Austen.. What can account for Austenmania?
* I can't believe putting a totally unqualified action-movie star in charge of the world's fifth largest economy has turned out so badly for California. More on this from Ezra Klein, who actually points the finger not at Arnold but at systemic gridlock, i.e., the California state constitution and deluded Orange County Republicans.
* Why we love gambling: almost winning is almost as good as actually winning, as far as our neurochemistry is concerned.
* Grade inflation is a feedback loop: students now expect a B just for showing up.
* Life as a tie-in novelist.
* Braid, Game of the Year 2008 by all accounts, is finally coming to the PC.
Posted by
Gerry Canavan
at
1:56 PM
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Labels: 1960s, academia, Action Comics, Arnold Schwarzenegger, blogs, Braid, California, constitutions, Detroit, gambling, games, grade inflation, Jane Austen, Ozymandias, Peanuts, pedagogy, Predator, Republicans, spies, Star Trek, writing, zombies, zoos
Monday, November 17, 2008
I've really been enjoying Michael Peterson's semi-regular Comics Column at the House Next Door.
#1
#2
#3
#4
Take this, for instance, from #3, on a game I'd never heard of but now desperately want to play:
One of the works that has dominated video game criticism in the last few months has been Braid, created by Jonathan Blow and featuring the artwork of David Hellman, the artist behind the well-respected webcomic "A Lesson Is Learned But The Damage Is Irreversible"—a story about time and memory is disguised as a "Mario"-like platformer ("Calvino's Invisible Cities meets 'Mario'," is how Blow puts it), and its use of unique game mechanics in service of a subtle and rarely-explicated story has prompted a lot of criticism from people on both sides of the Braid argument. What's notable, however, is that the "Is it art?" argument that certain media (like games, and more notably for this column, comics) still bat around with has been eschewed almost entirely. The question instead appears to be "Is it good art?" or "Is it bad art?"—which is a lot more interesting, I find.
Braid is one of a number of recent games that has prompted a lot of discussion with regards to how narrative works in video games and what succeeds artistically. Blow himself recently gave a lecture on the subject that has provoked further discussion. In my previous installment, I mentioned Stuart Moulthrop's essay connecting comics and games in the way the narrative is experienced, with a level of interactivity. This idea is what has led to so much writing and discussion. In these media, unlike in film, the narrative must be somewhat tempered with other elements in order to provide the full issue—a more complicated arrangement than simple pacing.