SHAPE UP!: The Beat Bottleneck

Ian here—

The seventh episode of the ongoing Shape Up! series is posted. This one is about moments in a few games—2064: Read Only Memories, Unpacking, and Signs of the Sojourner are my main case studies—that have always stuck out to me in how they deliver narrative beats through somewhat unfair gameplay mechanics. I suppose you could describe all of them as moments of “forced failure,” but there’s a range of tactics on display here of varying subtlety, and I thought it best to coin a new, more inclusive term to describe all of these moments: a beat bottleneck.

Full script below the jump.

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SHAPE UP!: Ironic Communication and Its Limits

Ian here—

This is the second episode of my Shape Up! series of video essays about form, structure, and pacing in games. This time my primary focus is on Else Heart.Break(), which is one of the most ambitious games I’ve ever played, but also has what is probably the worst opening act of any game I’ve ever played. Bit of a meandering structure to this one, as I spend the first twelve minutes finding common ground with my dad’s frustrations playing games, and also dive into the varieties of irony games can use when conveying instructions to players—and the dangers of using it sloppily.

Full script below the jump.

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