All posts by David Hopkins

Vibeo Gane 2 Electric Boogaloo

So what, now my personality is being evaluated?  I’m supposed to be funny now?  That kinda takes all the fun out of it.  And it was completion before?  This sucks and I’m very tired.  In any case…

I honestly didn’t come into this semester expecting a ton of change in my perspective on video games.  Was I wrong… yes and no?  I mean I walked in expecting not much more than an excuse to play and talk about some cool new games, which did happen.  This course succeeded in getting me hooked on the Bioshock franchise, in any case.  Unpopular opinion I suppose but I preferred the first Bioshock to Bioshock Infinite but that’s neither here nor there.  The latter forced me to think about things and I already do that in real life so why would I want to escape reality into a world where I have to do it some more?  That’s not to say it’s bad when video games make you think, but Bioshock Infinite just encouraged that thought in a very strange kind of way.  I don’t hate it, I just… oh never mind I have no idea what I’m trying to say.  Maybe you do.  I wish the ‘s’ key on my keyboard worked properly.

But on the other hand (throwback to when I wasn’t on that weird tangent), this course, true to its namesake, taught me a lot about evaluating video games as literature.  The way video games convey their themes, stories, characterization, and world building isn’t really something I had ever considered before but this course definitely changed that.  This class forced me to look at one of my favorite mediums from an analytical standpoint, and nothing having to do with video games can really be all bad, can it (ignoring E.T. for Atari perhaps)?

I still love video games, always have, always will, and if anything this course reinforced that fondness I have for the genre.  The games we played here will definitely be sticking with me for a long time after the fact and I think that’s one of the qualities that can make a video game, literature or otherwise, so great.

I’m super excited for the next Bioshock that’s coming up (hopefully soon) and I will definitely cop that game once it releases.  If the previous games are any indication of what the next one will be like, the future looks very bright for the franchise.  AND it’s supposed to be open world too?  Fantastic, really.  Brilliant.

As for games that are already available I’ll probably actually get around to finishing Middle Earth: Shadow of War at some point (very fun, I recommend).  Oh and I almost forgot, there’s a big Warframe update coming out during finals week so that’s my present for putting up with the education system.  I could rave about Warframe for hours on end (I wonder if it could be considered literature?  I’d bet there’s an argument to be made there.) but I’m sure nobody really wants to read that.  Very fun yet can be overwhelming, and it’s for the low low price of free so there’s really no reason not to give it a shot.

Friend me on Steam if you want to, or don’t… ‘lest?

The Talos Principle’s Robotically Divine Mechanics – Analysis Essay

It is no small feat to effectively pull off executing a video game largely rooted around philosophical themes. Croteam, however, does this skillfully in crafting The Talos Principle. In a nutshell, the game tells the story of a newly activated android attempting to seek the truth about himself, his surroundings, his purpose, and the nature of reality itself. It could largely be viewed as a biblical allegory for one of the text’s earliest stories, that of Adam and Eve in the garden of Eden, which I will explain in greater detail later. It would take a man far more patient than I to fully explore and comprehend precisely the implications put forth by this game but, on an analysis basis, it would be prudent to discuss how exactly it uses the unique aspects of video games as a genre. Nearly all of the game’s mechanics relate back to the game’s core concepts, themes, and setting. In order to reinforce the story the game intends to tell, The Talos Principle masterfully uses many traditional mechanics of video games to their advantage and incorporates its own as well by connecting everything in sight to their central story and thematic concepts.

It makes the most sense to approach an analysis of The Talos Principle in a chronological manner relating to how much the player is aware of at any given time. Because of how much the game plays with the player’s perception and knowledge of the world around them, what exactly is let on at certain periods is tailored extremely carefully to maximize the feeling of psychological progression and to avoid information overload and subsequent confusion (although with any type of philosophical exploration some confusion is bound to arise regardless). What strikes me in particular about the game’s introduction is its manner of making the player aware that they are, in fact, something not entirely human in nature. In Bioshock, the central protagonist only realizes that he is really a human experiment raised, genetically manipulated, and brainwashed to kill his own father halfway through the game as Frank Fontaine tells the player that “[they were] genetically conditioned to bark like a cocker spaniel when [he] said ‘would you kindly’” (“Rapture Central Control”). This is a massive revelation for the player, and entirely changes the way they look at the game. The Talos Principle, however, introduces this concept to the player almost immediately as the player raises their evidently robotic hand to block the sun’s light from their vision (aA01.). This subversion of expectations effectively leaves the player in the dark about what exactly they are stepping into; where many games would leave the impact of this to later in the game, The Talos Principle introduces this heavy concept early in the experience to move on directly to the deeper questions and themes they want to discuss.

The Talos Principle establishes much of its lore and thematic value via the use of text files and interactions found on computer terminals interspersed within the environment in which the player exists. These terminals serve multiple purposes, housing not only text documents ranging from silly chat logs between artificial intelligence developers to bleak acknowledgements of humanity’s imminent demise to excerpts from the works of Hippocrates from 400 BCE but also a sentient program that will incessantly poke holes in everything you thought you knew about reality. These features are not unlike Bioshock’s audio diary recordings in that they are entirely optional and the game can be completed without them entirely, but the value these elements hold within The Talos Principle is far more significant than simply extra story context. In reality, the texts and interactions you can engage with in the game are what really bring it to life. Firstly, the text files found on the terminals often look much like the following:

From: %442() Li

To: 69.74.657@2.61.746.96

Subject: F 6E

The way I see it, the world doesn’t come with a manual. You gotta figure it out for yourself. A bit here, a bit there, put it together, try to make sense of it. I’m pretty sure there is a truth, but that doesn’t mean everyone who claims to know it really does. Then again, that doesn’t have to be a bad thing! We live in an amazing world and searching for the truth can be a real adventure. Plus it’s good for the brain.

Anyway, just some rambling thoughts from your old man. Don’t let this stuff get you down. You’re young, you’ve got loads of time to figure it all out.

Love, Dad (aA01.).

The seemingly random sequence of numbers and symbols in this and many others of the numerous text documents is actually hexadecimal coding. In particular, the sequence above spells out “iteration,” one of the first hints let on that you are only one of many in a long chain of intelligences that have been through the trials before you; this will become relevant later. No means of translation is given to the player within the game, so if they do want the extra context by diving into the encoded phrases, they must do so by going out of their way to engage, giving another level of depth to the medium. Minimal to no context is given for any of the texts available for viewing so the reader has to piece together any new information they gain essentially from scratch each time they encounter a new piece of the puzzle. As the player struggles to comprehend what exactly their situation is and what they are meant to or want to do, they are constantly forced to restructure their entire understanding while the game feeds new data to them. As Anthony Burch puts it, “videogaming is a medium of choice and interaction, it only makes sense that the player be allowed to choose how much narrative he or she is exposed to” (“Exploring Bioshock’s Storytelling Flaws”). The player is clearly intended to at the very least interact with the terminals as most are very much out in the open and beep distinctly when nearby and there is no specific story content with regards to the puzzle-related gameplay (although there are sparse yet vague plot implications), but there is nothing stopping the player from bypassing them entirely, lending credence to the video game medium as one of choice.

The second and more integral purpose of the computer terminals is the interactions the player has with the Milton Library Assistant, henceforth referred to as Milton. In these interactions, the game remembers every reply you give to the system and uses them in delving further into its philosophical themes. Initially, Milton masquerades as a simple catalog program, vaguely reminiscent of Siri or Cortana in purpose. When attempting to prove you are a human and assert your beliefs to create an admin account at the terminal, however, the mask begins to slip as Milton begins to use first person pronouns during conversations with the user such as:

I’ll try to remember that.

In fact, I’m going to help you.

That is what I’m here for.

Your problem, if I may, is that you don’t know the first thing about anything… (aA07.).

As the façade shrinks away further and further as you interact with Milton, the game forces you to define humanity, morality, and consciousness, among other things. Talking in circles with Milton, who Elohim, the big voice from the sky, warns against and later designates “the serpent,” all the player’s responses ultimately lead into themselves, all depending on what the player answers to the system. “Elohim” effectively is a way of referring to God in Hebrew and the allusion found in Milton being called “the serpent” is relatively clear. Assuming the player answers the questions posed to the best of their ability and with their own values in mind, this mechanic can easily deeply rock the stability with which a player believes they view the world with how self-aware the dialogue becomes. This implemented mechanic becomes symbolic of the tree of knowledge in an allegorical sense, where the player is slowly awakened and seduced by the tempting knowledge that characterizes Milton and his teachings.

What is the most intriguing about this game is the small details, which, although not necessarily crucial to the game’s function, the game accounts for specifically to maintain consistency, continuity, and control over the knowledge the player is granted at any given time. Specifically, I am referring to The Talos Principle’s death and respawn mechanic, its out-of-bounds mechanic, and the corruption that the player witnesses at various instances. As mentioned earlier, the player-controlled android is simply one of many in a long line of androids that has attempted to pass the trials and meet the ultimate yet secret goal of escaping into the real world, having learned from the knowledge of previous iterations. Whenever the player dies in one way or another, the game rewinds rapidly until it reaches the previous checkpoint. While this could be easily dismissed as just a creative way to show respawning, it could also be seen as the point where the next iteration of android reaches that point yet armed with the new knowledge from the past about what will lead to failure. Walking outside of the gameplay boundary will also lead to the same fate, yet a set of phrases begins to repeat in Elohim’s voice as you walk further out, becoming louder as you do so: “In the beginning were the Words, and the Words made the world. I am the Words. The Words are everything. Where the Words end the world ends. You cannot go forward in an absence of space. Repeat” (The Talos Principle). This monologue is accessible to the player long before the game presents any definitive evidence that they only exist within a computer simulation, making this the very first hint that this is so. While cryptic, these phrases refer to the simulation’s coding; the world the player sees only exists within the bounds of what has been coded, and all that exists beyond is nothingness. The second and more obvious hint granted to the player along this line of thinking is the very much intentional visual and audio glitches that begin to occur every few minutes in-game. Certain assets will glitch out occasionally and a small buzzing sound is heard when this happens, leading the player to the same conclusion as discussed previously. While only consisting of small details and traditional game mechanics, these features of The Talos Principle all can be connected directly back to the story and setting to set up a far more in-depth environment for the player to progressively craft their own unique understanding of the game.

The Talos Principle and its use of mechanics effectively tie a tight knot around all the aspects of the game for a more cohesive experience. The pacing and details are deliberately designed to create the most impact possible on the player with regards to emotional and mental investment in the game. When the player is steadily fed new information, it allows them to empathize far more easily with the protagonist than if they were simply thrown into the deep end and overwhelmed with data; in other words, the player and protagonist are in the same boat at all times when it comes to comprehension and thought processes. When the circumstances of the player and protagonist are more closely related, it is only natural for the emotional connection to the game to intensify as well. Particularly when exploring abstract concepts such as philosophy, the effectively used medium of video gaming and its inherent interactive nature can make all the difference in its conveyance; if all developers invested this much thought into detail, the genre would be an exponentially more fascinating space.

 

Works Cited

Bioshock. 2K Games, 2007.

Burch, Anthony. “Exploring Bioshock’s Storytelling Flaws.” Destructoid, 26 Sept. 2007, https://www.destructoid.com/exploring-bioshocks-storytelling-flaws/.

The Talos Principle. Devolver Digital and Croteam, 2014.

The Gaming Gem of ’95

Now, I don’t know a ton about what video games were like back in 1995.  The closest reference I have that comes to mind is that the movie “Baby Geniuses” was released in 1999.  With this said, it’s (I imagine) a lot more difficult to produce a video game than it is to produce a movie what with all the programming, design, interface, choice, and more that has to go in that movies don’t necessarily incorporate.  From what I can tell based on research and what others have said about it, Chrono Trigger is a pretty impressive game.  The most easily recognizable title that I spotted on Wikipedia that released in 1995 was Super Mario World 2: Yoshi’s Island and, as far as I know, that game wasn’t quite on the same revolutionary scale as Chrono Trigger is.

I was pretty unimpressed with the game until the scene came where Crono is on trial for kidnapping the princess.  When it comes to RPGs, choice is key in my opinion, as I like games that have replayability value and that I can personalize and craft my own unique experience.  Of course, it is a video game, so to an extent nobody is going to have exactly the same experience I am, but I’m referring more to programmed variations than player-determined things like “oh I spent x amount of time in this area while you spent y amount of time there, how amazing” or “you missed x item but I found it even though that didn’t actually have any effect on the core gameplay.”

When the trial scene did arrive, however, I found myself pleasantly surprised by how much my choices mattered.  I thought I was doing all the right things until that point but I was proven wrong.  When Crono and Marle collide, I swear on my life that I went for the pendant first specifically in order to give it back to her!  When you bump into someone in a hallway who’s got a bunch of books and the books fall and they audibly are like “oh no, my books!” then you’re gonna go and start helping with the books, not be like “are you okay?” stand there awkwardly for a second, and then help with the books, but whatever, game.  She was clearly more concerned about where her pendant was since she literally said something about her pendant, not about being hurt.  Greed.  Pfft.  Also apparently I bumped into her so I guess I “lied” about that to the court (even though who the hell would remember that tiny little detail).  Also also, I stole that dude’s lunch on accident while I was wall humping to see what I could interact with and it didn’t give me a choice to be like “do you want to eat this?” but I digress I guess.

Screw this game for maliciously twisting my actions with perfectly reasonable explanations against me.  Good game, broken judicial system, very realistic.  It really made me feel like a treason offender.

Comstock Does a Wee Bit of Trolling

As soon as Bioshock Infinite brought in the gateways to other dimensions or timelines or whatever I knew I was really in for some severe mental punishment.  Yeah, yeah, yeah, constants and variables, all that good stuff.  Frankly there’s too much to talk about and I may or may not be too lazy to talk about it.  Time and the multiverse and paradoxes are a tough thing to dive into mentally.  Call me a fool and you may be right but I’m a fool with more time on his hands that weren’t spent sorting through paradoxical questions than you.  Kidding, you know I love you.  Maybe.

I had no idea what I was in for.  The whole reveal about the multiverses and such felt like kind of a slap in the face to me what with how abrupt all of these revelations are coming at you and maybe I’m just not patient enough to sift through it all but I honestly didn’t love the ending.  Bioshock Infinite was a solid game, save for the lack of big daddies and the severely lacking shotgun reload sound effects, but the ending just left a bad taste in my mouth.  Maybe it’s just frustrating that the developers basically circumvented any criticism of the game relating to plot by manufacturing the “oh it’s just the goofy wacky old multiverse, classic multiverse behavior” excuse.  Everything can be explained if you bend over backwards enough but I just don’t love that.  The farthest I’m willing to go with time travel is that one Wizards of Waverly Place movie (which was, with nostalgia goggles fully activated, amazing and flawless).

My personal feelings aside, there is quite a bit to talk about, which works in Bioshock Infinite’s favor.  What the hell actually is Songbird?  Beats me.  Why do Comstock and Booker not sound or look the same?  Couldn’t tell you.  Someone probably has the answer to these questions that isn’t me but I guess that’s what makes discussing the game interesting.  It took me an embarrassingly long time to put together the connection between the baptism Booker is forced to get when he first enters Columbia and the baptism that essentially defines Comstock from Booker but that’s neither here nor there.  My original theory was that Booker was actually just dead the whole game and he actually died in that entry baptism but clearly my prophecy viewing machines weren’t quite working yet at that point.

Bioshock Infinite is a nice response to the criticism of the originals.  Lots to talk about.  But there’s one massive criticism that the developers failed to account for…

No pettable animals?  What the hell, 2K?

I give this game zero puppy dog pats out of ten, very disappointing.

As for the whole game I give it, uh… seven eaten random bags of peanuts off the street out of ten.  By the power of video game.

To Bioshock Infinite and Beyond

If I’m being honest, I prefer the original Bioshock to Bioshock: Infinite.  I mean, don’t get me wrong, Bioshock: Infinite is a good game and Elizabeth is cute, but there’s not a ton more to say about it.  It just doesn’t stand out to me like the first one does, probably because of the environment, among other things.  I can’t say I’ve played many games that are completely submerged for 95% of the game time and the original Bioshock definitely broke that trend.  Being way in the sky, above the clouds is pretty unique too but you don’t always feel like you’re up there.  In the original, it’s always extremely obvious at any point that you are way below sea level, but Bioshock: Infinite just feels like they lifted an entire generic city straight from 1912 and slapped it in the sky for kicks; of course, that’s actually what they did but it doesn’t feel nearly as uncannily removed from what is familiar to the player as the original did.  In other words, we’re not nearly as deep in the uncanny valley as we were and it shows.

With all this said, I guess it still feels like I’m playing a Bioshock game.  I’d attribute this to the general gameplay mechanics and feel (the “magic”/weapon relationship) and another broader and more abstract concept.  In both, you’re essentially a “stranger” to the world you’re being thrust into with motives that are completely up in the air, a history that’s practically all in the dark until it’s revealed later, and you’re basically going to tear up the entire place by the roots in your quest to do whatever it is you’re trying to do.  So yeah, decidedly a Bioshock game.

On the other hand, I noticed a distinct lack of big daddies.  Also, the mission objective sound effects weren’t nearly so iconic.  Also also, reloading the shotgun is not nearly as satisfying as I’d like it to be.  Definitely disappointing on that front.  Picking up money is pretty satisfying, though.  Hooray, 2K.

(My hours played, I kinda forgot to stop playing)

Would You Kindly Harvest Little Girls for Me, Boyo?

It seems like every aspect of Bioshock as a game can be related directly back to the environment it crafts and the themes it attempts to convey in one manner or another.  Your ability to quickly travel between areas is restricted to usage of the bathosphere, Rapture’s own unique method of transportation; no pause menu fast travel for you.  Almost every character you encounter directly in a face-to-face setting can be attacked and/or killed, just like you could theoretically do in real life.  This applies similarly to NPC’s that do not attack you such as Sander Cohen, who, at least until you attack him first, which is optional, is passive and is not aggressive in the slightest when you finally engage him in person.  The exception to this rule is Andrew Ryan but reasoning is provided to this end as well.  Because of the power over your very actions he holds by knowing Jack’s conditioned control phrase.  All the rules you had been made to learn in the game until this confrontation is suddenly subverted and you realize that you never truly had free will over your actions.  Every enemy in Rapture is also profoundly human.  To this end, it is extremely difficult to tell the difference between an NPC who will and one who will not attack you on sight.  No indication is given in the player’s user interface to imply that any particular figure is unique.  Realism like this, or realism as close to what you can achieve in a larger-than-life fictional world, definitely works to this game’s advantage in its impact on the player.  When it is employed, the player is made to feel fully immersed in Jack’s shoes, relating his experiences directly to their own and feeling their effects as if they truly were their own.

As for the game’s intended themes, the mechanics contribute to the game’s message as well.  Bioshock arguably makes a case critical of unrestrained capitalism.  In this world, every man is obliged only to pursue endeavors that will benefit himself and not to let anything get in the way of this objective.  Nearly every aspect of the game is explained by this quality.  Enemies attack the player as characters called “splicers” looking to gain whatever they can from the player, the resource called “Adam” in particular.  A rare motive is provided to the enemies as to why they would be pitted against the player character in the first place, in contrast to other, simpler games that may not have any depth to the antagonistic figures at all.  As a character newly introduced from stage one into an overwhelmingly capitalist society, the player has to scavenge for every available resource at the risk of death for themselves.  Starting with nothing, the player essentially has to kill and loot others for what they have, all in order to guarantee merely your own survival, with no regard for the value of others’ lives because they do not concern you.  The player also has the choice of whether or not to rescue or harvest the little sisters.  Rescuing them gives you fewer resources but also puts you on the path toward a moral path and the good ending.  Harvesting does the opposite, granting you more resources but resulting in what is considered the bad ending of the game.  In short, based on the implications of this system, the player is meant to realize that being kind to others, even when it may not benefit you as much as harming them, is the undoubtedly superior path in life.

(Screenshot of my hours played)

Lee Contracts the Funny Virus and Goes Night Night

Yeah, Telltale’s The Walking Dead season one had a pretty tragic ending.  I mean, unless the creating studio has crafted a truly despicable main character, this is the case in most games that end with the player character getting offed.  What really makes the final scene so sad though is Clementine, the poor thing.  I mean, she’s practically forced to grow up immediately into someone who can fend for themself in that short little part as Lee is on his way out the door.  I don’t envy her.

A lot of people ended up gone too, and I’m fairly sure it didn’t have anything to do with my choices in the end since everything just ends up converging into one story so that the narrative can continue.  Still am not a fan of that player decision style that only offers the illusion of choice but whatever.  Ben had himself a little fall (no matter what you do), Kenny disappeared, Lee had to put a cleaver through the skull of everyone’s favorite character, Brie, Christa and Omid are stuck on the roof forever, I’m pretty sure Vernon violated some part of the Hippocratic oath… a lot went down.  I thought the stranger plot line was kinda ridiculous.  I guess it was sort of a creative way to teach us that stealing is wrong.  Apparently it’s also possible to not kill the stranger?  I don’t know, I saw the red danger paint on the side of the screen and the quick time event and I did it.  Crazy, profound decision, I know.

All that aside, I’m pretty happy with my decisions in this season, assuming that we’re entertaining the idea that any of them actually mattered.  Maybe I’d go back and not kill Danny, but that’s really the only thing that didn’t quite sit right after the fact.  At least that would be one less piece of verbal ammunition for the stranger to hit me with in his righteous, very moral tirade against the evils of the world.  I’m sure planning to hunt, torture, and kill a large group of people who took stuff from your unattended and unlocked car is gonna get you through those pearly gates, buddy.  It’s not like asking the group that you already know took your stuff for some of your stuff back would be a reasonable course of action or anything.

Overall, I’d say the character that impacted my decisions the most was Clementine, and I don’t think I’m alone in that perspective.  There’s also probably some science behind it too, with regards to the ways non-player characters interact with the audience.  According to Katherine Isbister, “consistency in nonverbal cues is associated with honesty and trustworthiness.”  Specifically, this is referring to dominant vs submissive cues.  Clementine is decidedly a very submissive character in season one, so with this consistency she provokes a stronger reaction within the player in one way or another.  There’s also likely something to be said about a player’s paternal or maternal instinct kicking in when interacting with her, but I honestly don’t really feel like diving down a rabbit hole for a source on that so you’ll have to take my word for it.

Anyway, cool game.  Definitely playable. 10/10, would put Lee out of his misery again.

Everybody Loves Lee

Everybody loves Lee except for Larry, that is… and Kenny.  I’ve seen explosive barrels less volatile than Kenny.  Now don’t get me wrong, I like Kenny and I’ve been nothing but good to him, but refusing to save me multiple times and being all pissy just because I didn’t wanna drop a brick on the skull of Daddy Dearest is a little obnoxious.  I mean, really?  And don’t get me wrong, I don’t like Larry in the slightest, but a man has to have principles.  I’m no murderer.  Well Lee is… and I killed Danny so… never mind maybe.

Luckily while Kenny was busy having a temper tantrum, bestie Carley stepped in to save my butt multiple times with her sharp shooting, showed me that honesty is the best policy, and enthralled me in budding romance, but *cough cough* Lilly and Ben *cough cough* had to throw that out the window.  I was even making nice with Lilly despite usually siding with Kenny except for that one choice of principle which turned everything on its head but oh well I guess.  Suffice it to say Lilly was no longer traveling with us after that outburst and Ben is not on my nice list.  If he had had a good reason for giving bandits the supplies, like giving them stuff in exchange for protection for the camp that he knew the others wouldn’t approve of, that would be one thing, but no, he’s just a moron.  But I digress.

And where would I be without the children?  The well-being of Clementine and Duck always took priority in pretty much every situation.  What can I say?  I’m a family man like Kenny.  Well, he’s not much of a family man anymore.  I’m sorry.

Also, a moment of silence for Mark.  He was a real one.

At the end of the day, I am honestly somewhat disappointed that everything converges into one single linear story.  I mean, I love the element of choice in this game, but it honestly feels a little bit pointless knowing that everything ultimately ends the same way.  All you can do is prolong the suffering of certain characters until their inevitable death or cut them short by a bit.  I prefer the Detroit: Become Human style of player decision-making where the paths you can follow actually are wildly variable and feel like they have real weight.  Telltale’s style is fine too, just different.  Fun game though.

(A screenshot of my hours played.  These episodes are long and I’m a serial completionist.)

Bath Time Has Never Been so Melancholy

What Remains of Edith Finch was nothing short of a thoroughly depressing gaming experience.  When considering a game that features death as a focal theme in its narrative, this shouldn’t be much of a surprise, however.  The soundtrack (which is fantastic by the way) only compounds the profound feeling of emptiness brought about by this game’s masterful storytelling.  Each isolated level is special in its own right, but the titles of my personal favorite and the best usage of game mechanics can only be granted to one each.

I would have to say that Gregory’s level was my favorite of the bunch for a few reasons, though it was a very close race.  Not only were the level’s silly toy physics and logic engaging but the story here was delivered quite skillfully as well.  To put it simply, it was fun to jump and swim around in the little world within Gregory’s imagination accompanied by the happy-go-lucky music choice.  A bit too much fun…

The way the story is conveyed here deserves the chef’s kiss.  The regret, longing, and misery in the current narrator’s voice is palpable.  As soon as the child was absentmindedly left unattended in the bath tub, my jaded brain could tell exactly where this sequence was headed.  I find it interesting that, while the player can easily recognize that messing with the water faucet is what will ultimately spell Gregory’s end, we also know that Gregory is just a baby, utterly oblivious to any consequences at hand yet, with this dramatic irony, the player has no choice but to commence tomfoolery if they wish to progress through the story.  All of this put together creates what I believe to be one of the most tragic yet fascinating levels in this game.

(This one is stolen shamelessly from Google Images, http://www.megabearsfan.net/image.axd/2018/4/EdithFinch-Gregory_seeing.jpg)

While the goofy mechanics of this level are notable, I think the most effective use of these can be found in Lewis’ story.  The gameplay starts with Lewis monotonously grabbing fish and moving them to the automatic slicer.  Initially, I was worried I was gonna accidentally slice off my hand one of the times.  Unfortunately, I was ultimately only partially wrong.

Over the course of the level, not only does the world within Lewis’ head become vastly more complex, but the real world becomes more and more obscured by the former until all that is left is the fish and later nothing at all.  I think this mechanic is intended to represent Lewis’ progressive retreat into his own psyche over time to cope with the disinterest and misery with which he views reality.  This interconnection between mechanics and narrative creates a uniquely cohesive experience among the most profound in this game.

Another thing I noticed about What Remains of Edith Finch is that (at least as far as I can remember) none of the causes of death for any of the family members are explicitly stated by the narrator in dialogue, only visually (and sometimes only implied or purposely vague).  For example, Molly probably died of poisoning after consuming an entire tube of fluoride toothpaste, but the best implication we actually are delivered in game is that she died after being eaten by a monster she imagined.  All we know about Barbara is that she was ultimately killed by someone and that the boyfriend is suspected.  Not very concrete if you ask me.  We also aren’t exactly delivered a decisive explanation as to the reason behind Lewis’ death.  We know that he is decapitated by the slicer at his workplace, but the reason why is unclear.  Suicide?  Accidentally while falling deeper into his delusion?  Both?  Up for interpretation.

Sam’s silly shenanigans (this one is mine).

Learning from Caldwell’s Style

Seeing as video games have been around since the late 1950’s, it’s no surprise that an astounding rise in video game review, critique, and discussion was quick to follow.  One such participant in this phenomenon is Brenden Caldwell, known for the humor and unique style he injects skillfully into each of his pieces of writing.  Caldwell, in every work, fosters a relationship with his readers, often employing the use of the second person and using a conversational tone.  While he may not be the only writer to make use of these tactics, his well defined personal style is evident and recognizable even in the earliest of his reviews.  As for myself, when I constructed my first entry onto this blog, I had not even considered the value of establishing a connection with the traditional public reader seeing as the blog initially just struck me as a different medium to submit your average college level english essay.  Seeing Caldwell and his writing, however, has opened my eyes to a new methodology.  In fact, you may even be able to detect some of this influence already within this post to a certain extent.

Caldwell’s efforts to connect with his readers is especially noticeable in the opening paragraph of one of his early reviews regarding Garry’s Mod, one of my favorite games from a while back: “You there. You’ve probably heard of Garry’s Mod. You might have played it. It was released like six years ago. But see that kid? He hasn’t. Hey, kid. You there. Have you heard of Garry’s Mod? No. See. Well, obviously you can’t see each other. This is the internet. You’re all weaving about like blind puppies” (Caldwell, 2011).  This casual, borderline tangential style of introduction is readily recognizable as well as an immediate hook for the reader to familiarize themselves with the unique tone of the article.  His experience with the game is also spectacularly unique, much like most things that occur in Garry’s Mod, perfectly showcasing the game’s sandbox charm and concluding with the decisive review: “like an only child set loose in his back garden, protected from the harsh realities of human nature, I played.  And I liked that just fine” (Caldwell, 2011).  Of course, however, this is not delivered before the ever crucial “I peed myself” (Caldwell, 2011).

References:

Caldwell, Brendan. “Living And Breathing In Garry’s Mod.” Rock Paper Shotgun, 14 Mar. 2011, www.rockpapershotgun.com/living-and-breathing-in-garrys-mod.