Night in the Woods tells the most vital story of any game in 2017. We’re only halfway through the year, but I doubt very much that it will be bested in this regard. Find out why below the fold, but beware of spoilers if you haven’t played it yet, and plan to. I will be discussing how this very important game’s themes resonate all the way to its ending.
My goodness. It’s been awhile since I’ve done a non-silly post. The new job has kept me busy, and on top of that I have made a real push to catch up on games released in 2017, now that we have passed the year’s halfway point. This latter task has given me plenty to mull over, and while I’m not yet prepared to write longer critical thoughts on the games in question, I thought I would collect some “quick takes,” as a way of priming the pump.
I still have a substantial backlog of big releases from 2017. I have not yet played Nier: Automata (PlatinumGames, 2017), or RiME (Tequila Works, 2017). I’m making my way through Resident Evil 7: biohazard (Capcom, 2017) right now. And although I recently bought Prey (Arkane Studios, 2017), I’m afraid that my 2012-built PC might not run it smoothly, and have been putting off installing it.
I have, though, found the time to play over a dozen other games released in the past six months. Thoughts below are listed in order of the release date of the game. I’ll set up links in this page if and when I write fuller pieces on any of these games.
I’ve written about synesthetic interfaces before: that is, interfaces that perform a sensory substitution, translating the information normally associated with one sense modality into the phenomenal forms normally associated with another. In my previous work, I’ve usually focused on forms of nonhuman perception and certain modes of perceptual expertise. The release of Perception (The Deep End Games, 2017) yesterday, however, gives me an opportunity to dip into a new topic: disability.
Perception is a horror game about a blind woman exploring a haunted house. Unlike a game such as Papa Sangre (Somethin’ Else, 2010), however—an experiment in audio-only digital game design that has sadly been taken off of the iOS App Store as of this writing—Perception doesn’t court blind and other low-vision players. Rather than featuring robust, binaural sound localization simulation, Perception re-imagines the auditory perception of its blind protagonist Cassie as a kind of sonar vision, thrown up on the player’s screen in spooky, warbly monochrome.
This isn’t the first time games nominally about blindness have been served up to sighted players. In this post, I take up a comparative investigation of Perception alongside Beyond Eyes (Tiger and Squid / Team17 Digital Ltd, 2015), which drops the horror angle in favor of child-friendly, colorful adventure.
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.