Five Questions About We Are Chicago

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Ian here—

Wow, okay, so, deep breaths. Let me repeat the mantra: “I critique, because I care.”

We Are Chicago (Culture Shock Games, 2017) arrives at very particular time for me. I just finished up with a panel on Chicago game cultures for SCMS 2017, and I have also been working through some ideas on the limits of the concept of “empathy” in games.

Given these two facts, there’s no real way I could get away with not playing it, and not taking a couple of moments to try an translate my thoughts on it into some coherent writing. This task, though, is one that needs to be approached with care. In order to be fair, an acknowledgment of the commendable intentions of Culture Shock games must be balanced with a corresponding acknowledgment of the very real shortcomings of their final product. It does nobody any good to mince words, and to pretend that intention can overcome execution.

So, buckle up. I have five questions to ask about We Are Chicago.

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whoami: 2016 Edition

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Ian here—

So, I’ve been struck by a fit of mania. Although it’s an arbitrary gesture, I am determined to write up a few of my thoughts on some more interesting games of 2016 before midnight strikes and the calendar year ends.

Below the fold: three games from the past year that do interesting things with perspectiveembodiment, and intersubjectivity. Consider this a follow-up to yesterday’s post.

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Shattered Memories Scattered Thoughts, Pt 2

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Ian here—

Welcome to part 2 of a 2-part post on Silent Hill: Shattered Memories (Climax Studios, 2009). I’ll admit to a bit of wordplay here. In my first post, “scattered thoughts” referred to my own train of thought, since I’ll be the first to admit that my thoughts in that post weren’t guided by a single, coherent thesis. This post, however, does have a coherent guiding line: it is about how Shattered Memories itself uses distraction and split attention to heighten anxiety. So, the “scattered thoughts” in question here are the player’s.

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