<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2665415496272969174</id><updated>2024-10-24T18:48:47.969+01:00</updated><category term="Clinkening"/><category term="Isometrics"/><category term="Awards"/><category term="Feminism"/><category term="Literary"/><category term="Review"/><category term="games"/><category term="2013"/><category term="2014"/><category term="2015"/><category term="Croft"/><category term="GOTY"/><category term="Lara"/><category term="Raider"/><category term="Tomb"/><category term="Video Gaming"/><category term="blog"/><category term="gaming"/><category term="Literary Gaming"/><category term="News"/><category term="awful"/><category term="bad ports"/><category term="best"/><category term="criticism"/><category term="current"/><category term="is"/><category term="this"/><category term="top"/><category term="10"/><category term="360"/><category term="Armikrog"/><category term="Auteur"/><category term="Baudrillard"/><category term="Benoit"/><category term="Best Literature"/><category term="Bob the Builder"/><category term="CClinkening"/><category term="Chris"/><category term="Clegg"/><category term="Clown"/><category term="Crazy"/><category term="Crippler"/><category term="Critic"/><category term="Dave"/><category term="Devastatin"/><category term="Dickless"/><category term="Frog"/><category term="Honourable Mentions"/><category term="Huggydave"/><category term="I"/><category term="ICP"/><category term="Insane"/><category term="Introduction"/><category term="Iron Maiden"/><category term="It"/><category term="Jimmy"/><category term="Juggalo"/><category term="Kojima"/><category term="Lives"/><category term="Long"/><category term="MGSV"/><category term="Metal Gear Solid"/><category term="Miyamoto"/><category term="Molyneux"/><category term="Nail"/><category term="Nick"/><category term="PCC"/><category term="Paul McCartney"/><category term="Point and Click Adventure"/><category term="Politics"/><category term="Posse"/><category term="Preamble"/><category term="RPGs"/><category term="Retrospective"/><category term="Suzuki"/><category term="The Neverhood"/><category term="Top ten"/><category term="Transexualism"/><category term="Transistor"/><category term="Transphobia"/><category term="Two Thousand Fifteen"/><category term="UK"/><category term="Update"/><category term="Williams"/><category term="Worst"/><category term="Worst Game"/><category term="Wright"/><category term="Xbox"/><category term="all"/><category term="art"/><category term="as"/><category term="awesome"/><category term="baffling"/><category term="better"/><category term="birchill"/><category term="borges"/><category term="business"/><category term="cat"/><category term="cleggy"/><category term="controversial"/><category term="day"/><category term="debate"/><category term="depowered"/><category term="evoland"/><category term="fuck"/><category term="general"/><category term="girl"/><category term="hammock"/><category term="happy"/><category term="idiots"/><category term="in"/><category term="international"/><category term="julie"/><category term="lazy"/><category term="legged"/><category term="list"/><category term="love"/><category term="most"/><category term="nonsense"/><category term="number"/><category term="one"/><category term="payola"/><category term="rambling"/><category term="rant"/><category term="remakes"/><category term="reprint"/><category term="script"/><category term="singles"/><category term="sorry"/><category term="than"/><category term="the"/><category term="transcendental"/><category term="transition"/><category term="upcoming"/><category term="video games"/><category term="weggy"/><category term="welcome"/><category term="what"/><category term="women"/><category term="yogsdiscovery"/><category term="you"/><title type='text'>The Clinkening</title><subtitle type='html'>What is the Clinkening? The question no one has ever asked, it could be the blog belonging to HuggyDave, but on the same note, the implications of the Clinkening could be far reaching indeed...</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default?start-index=26&amp;max-results=25&amp;redirect=false'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>46</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-3389255448161104956</id><published>2016-12-30T00:35:00.002+00:00</published><updated>2016-12-30T00:35:15.859+00:00</updated><title type='text'>Isometrics: 2016 in Review: Change, Upheaval and Do The Biggest Strifes Cause the Best Games?</title><content type='html'>
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Welcome
to Isometrics, where the literary look at computer and video games
has kind of languished for several months, much of which will become
clear. I questioned whether I could rightly do the usual end of year
articles given I&#39;d been absent all year. I will explain that further
below, as well as what the Isometrics Awards will look like this
year, however we need to talk about this year. Oh what a year it has
been.&lt;/div&gt;
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2016
has been a rough year, for many reasons and in many many respects.
The deaths of so many incredible stars, artists and general big names
has left a pall over the year, not just for the number (which in
practise wasn&#39;t much bigger than any other year), but for the talent
that has been lost, from the enigmatic creator of Omikron, David
Bowie all the way through to the most recent deaths of bright lights
such as George Michael and Carrie Fisher. Add to that the political
strife throughout the world, most notably in the west, with Brexit
and the US Presidential Election seemingly splitting the UK and
America respectively down the middle in a way that had not been seen
for generations. We are in a world which can feel like it is
spiralling out of control, wild and violent. It leads to panic as we
aren&#39;t sure whether this is anything new, some new media created or
at least facilitated typhoon of aggression, fear, uncertainty and
doubt, or whether this is simply a Hobbsian state of nature. The
world can currently like it is controlled by Salvador Dali or Franz
Kafka, and sometimes it can feel easier to seek escape, as dangerous
and damaging the consequences can be.&lt;/div&gt;
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I
cannot say things aren&#39;t so bad, many things are and the evidence and
heartbreaking consequences are a matter for public record. However,
there are glimmers of hope, silver linings of positivity, and a sense
that things can be better, things can be beaten if we all look after
each other. I don&#39;t know how much this will matter, but to anyone who
feels they are not listened to, that they are actively being attacked
and told they do not belong, you are welcome here at Isometrics.
Isometrics is about progression, it is about looking at the world
through the odd, fascinating, askew yet recognisable viewpoint of
video games, and this will not change. Ultimately, people should not
be forced to endure and overcome based on their sex, their gender,
their race, their colour, their creed, and while I wish I could do
more, know that you are welcome, you are loved and you belong.&lt;/div&gt;
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Anyway!
Video games, that&#39;s why we&#39;re here right? And my has it been a doozy
of a year, stacked to the rafters with a sheer weight of releases. A
lot have been terrible, but they have been drowned out by some
absolutely incredible games, to the point where I have had to extend
by best of list (I&#39;ve just about got it down to 15) and will be
shrinking the worst list to the 5 most underwhelming and
disappointing games (There are way more bad games, but none managed
to really endure and cause too much pain). Gaming has progressed in
an incredibly positive direction, possibly due to the strife in real
life itself however it means we are seeing beautifully realised
games, the pockets of positivity and progression have begun to
flourish, with games with increasingly diverse and interesting casts,
mainstream games covering issues that simply were outside the scope
and seeming ability of AAA publishing. There seemed to be a maturing
of the medium and realisation that designing games to convey
particular ideas, explore sociological, philosophical and literary
ideas and generally act like the works of literature I constantly
champion them as would not take away games that are fun. This is
something that becomes very clear once you read my list.&lt;/div&gt;
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It&#39;s
not all been good, with all matter of bile being slung, every little
thing seemingly becoming a major twitter scandal for five minutes and
there were still some appalling business practices added to games,
particularly from the usual suspects such as Activision and EA.
However there were less games that seemed to be truly hateful, and
the ones that are seemed to avoid the mainstream for the most part.
Censorship is something of a hot potato, although given that the
biggest anti-censorship advocates seem to only care when it relates
to anime characters flashing, things like Torrential Downpour seemed
to have about as much effect as the old moral crusades of old, namely
boosting success out of spite.&lt;/div&gt;
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It&#39;s
been a weird year, not least for me. I felt like things were going to
change in a huge way by the time March rolled along. Things changed,
but in a way that kept everything in my current situation the same,
except increasingly burned out and less motivated by writing, the
form I have the biggest passion for. I really regret how 2016 turned
out creatively, and a lot of my plans and visions for the year
basically vanished by April, and it took until August for me to even
consider continuing any creative projects. It was not all bad, the
work I did for Get Your Rock Out I love and I hope I can continue,
and Pixel Herstory on Fanny Pack is probably the one column I wish I
could write more of, because the more I research the more awesome
fascinating things I discover. The biggest change of course has come
that I have a new job as a writer, something I&#39;d aimed to do by the
end of this year and actually succeeded at. 
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I
apologise that I&#39;ve hijacked this gaming retrospective, but in
practise this was my 2016, and video games were this year, more than
any other an escape and a respite. I firmly believe, since change is
actually happening that this will not be the case going forward.  If
it is of any consolation, the Isometric Awards will be as in depth as
possible to make up for lost time. I will only commit to the best and
worst for now, but I will try and do others if I can fit them into a
very hectic January. It stands to reason that Isometrics will be on a
planned hiatus other than the end of year stuff and come back in
February, everything sorted and ready to go.&lt;/div&gt;
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If you
got this far thank you very much, and here&#39;s hoping your 2017 is full
of hope, joy and love, because while war, strife and divide make for
a lot of good games, as you will see, hope, joy and love make for
some of the best games ever.&lt;/div&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/3389255448161104956/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2016/12/isometrics-2016-in-review-change.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/3389255448161104956'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/3389255448161104956'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2016/12/isometrics-2016-in-review-change.html' title='Isometrics: 2016 in Review: Change, Upheaval and Do The Biggest Strifes Cause the Best Games?'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-2318428215790723062</id><published>2016-01-17T12:00:00.000+00:00</published><updated>2016-01-17T19:33:01.320+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Awards"/><category scheme="http://www.blogger.com/atom/ns#" term="GOTY"/><category scheme="http://www.blogger.com/atom/ns#" term="Honourable Mentions"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><title type='text'>Isometrics Awards: Honourable and Dishonourable Mentions</title><content type='html'>&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
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Welcome to the final
Isometrics Awards article, looking at the various amazing (or
amazingly awful) games that did not make either of the shortlists
this year. Last year I planned to do a whole set of awards but due to
factors beyond my control I simply didn&#39;t have the time to, but this
time we&#39;re just going to look at the games that didn&#39;t quite make
either list.&lt;/div&gt;
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First of all, we&#39;ll
look at the games not quite putrid enough to make my worst of list.
There are probably worse games out there but I&#39;m limiting it to games
I&#39;m at least aware of for the purpose of the list.&lt;br /&gt;
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F1 2015 –
Mentioned in the list itself, had Batman Arkham Knight actually
improved after being recalled from Steam this hot mess of a racing
game would have easily been 10th.&lt;/div&gt;
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Godzilla – This
atrocious, ugly, short mess of a PS4 exclusive was a shoe in early on
this year but increasingly disastrous games eventually took the
lustre away from this horror.&lt;/div&gt;
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Steel Rivals – A
monstrous fighting game that would have been laughed at by Tattoo
Assassins and it&#39;s Mortal Kombat cash-in ilk. Sloppy, inconsistent
control sets, generic poser models and awful optimisation sink the
game before it really had a chance. Alas, other games either were
much worse or much bigger disasters so it got lost in the shuffle.&lt;/div&gt;
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Chariot Wars – A
game that escaped the list purely by being so moronically expensive I
wasn&#39;t going to stump up the cash to see if it was truly worse than
some of Digital Homicide&#39;s fare. Footage I saw looked alarmingly bad
though, with negligible frame rates and controls that seemed to have
been soaked in concrete, as well as obvious missing textures and
terrible gameplay.&lt;/div&gt;
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Alone In the Dark:
Illumination – So, a light-based co-operative third person shooter.
So much for Alone in the Dark eh? It didn&#39;t help that the game is
appalling tosh as well, and yet another example of Atari sinking
further into irrelevance.&lt;/div&gt;
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Raven&#39;s Cry – A
game so bad it was re-released in the same year (As Vengeance of
Raven&#39;s Cry, the epitome of truth in advertising) and somehow got
worse, Raven&#39;s Cry escaped the clutches of the list by being too
expensive to be worth bothering with once again.&lt;br /&gt;
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Rollercoaster Tycoon
World – Has this game even released yet? Being delayed weeks before
release after a beta release showed a complete lack of content and
issues with the building system, throwing the amazing Rollercoaster
Tycoon name under a bus two years in a row. Can they make it a
hat-trick in 2016?&lt;/div&gt;
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Cities XXL –
Advertising made it look like the phenomenal Cities Skylines. Playing
the game showed it to be Cities XL but somehow bizarrely taking
backwards leap.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Dead or Alive 5:
Last Round – I actually like this game quite a bit (Ironically for
the story, but it has a legitimately good fighting engine), but the
PC port is appalling, but what put this over the edge was an
embarrassing £55 DLC pack containing all manner of embarrassing
costume types, which ended up completely undermining what I liked
about the series. Not the most embarassing thing Tecmo Koei did this
year though...&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9RBEiJXkWVTTCy2Zj0x78Pe8tvd1Ml2uOHhw6oqm1eov6-crNg-8O8-KjVnsPwPoIE9918cYz1BMlPMz55cvcgsRz-a1C7dbiKHah-_yOZ-jRiT2WlvmLuAiUsu1cvbHxJLdB9yO45T0_/s1600/CoffinDodgers.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9RBEiJXkWVTTCy2Zj0x78Pe8tvd1Ml2uOHhw6oqm1eov6-crNg-8O8-KjVnsPwPoIE9918cYz1BMlPMz55cvcgsRz-a1C7dbiKHah-_yOZ-jRiT2WlvmLuAiUsu1cvbHxJLdB9yO45T0_/s320/CoffinDodgers.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Coffin Dodgers –
Was on the list at one point but ultimately this appallingly
ill-conceived Mario Kart knock off, while completely unfun and
lacking any form of wit, humour or interesting design, wasn&#39;t bad
enough to make it on the list&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Ultimately there
were far more good games on my radar than bad, and so the honourable
mentions are much much longer, which means I&#39;ll try to be as brief as
I can with each game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjZT-gcj31Mq1ZpmqEvKBeBzDtxyNVD3Af7cTym8OAsxjJ7IToLylnAP1cdiPOhA9Mlw8f1eObu43r5-KsHhzALwg9DxF6u-vuptxh0J23q3F0lN-0l7WNtOxuBFMzUJd5Bpm3AhwnMbDO/s1600/Witcher3.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjZT-gcj31Mq1ZpmqEvKBeBzDtxyNVD3Af7cTym8OAsxjJ7IToLylnAP1cdiPOhA9Mlw8f1eObu43r5-KsHhzALwg9DxF6u-vuptxh0J23q3F0lN-0l7WNtOxuBFMzUJd5Bpm3AhwnMbDO/s320/Witcher3.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The Witcher 3: Wild
Hunt – Ultimately an incredible game that deserved a better player,
it was on the list for the longest time before being shunted off in
favour of Fallout 4. The sheer technical and literary achievement of
CD Projekt Red&#39;s magnum opus cannot be understated though.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
D4: Dark Dreams
Don&#39;t Die – An amazingly quirky game from Swery65 that would have
been on the list again had it not been so stacked. A far better
realised effort than Deadly Premonition, but both are a must play for
fans of games designed to throw you for a loop.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Chroma Squad –
(Disclosure: I was a Kickstarter Backer) A fantastic turn based SRPG
in a year filled with brilliant ones, this Power Rangers-em up was
very much on the list for all of the year before being a victim of
the influx of games so good they could not be ignored.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1qw_EHJLZu1MejY7u9WHQiLS9Ca5WY567HqHgctxS_Ihj8b-GDhkaqprJcMcI70HU7lRvTj-sejbpJrXIsVkKGye-6e8CAPveCrCQ69TcAZsZ6P80CnPoCCWIfQOYpaTA94YC9Xnp7Lv0/s1600/OddworldNNT.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1qw_EHJLZu1MejY7u9WHQiLS9Ca5WY567HqHgctxS_Ihj8b-GDhkaqprJcMcI70HU7lRvTj-sejbpJrXIsVkKGye-6e8CAPveCrCQ69TcAZsZ6P80CnPoCCWIfQOYpaTA94YC9Xnp7Lv0/s320/OddworldNNT.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Oddworld New n Tasty
– A marvellous reimagining of one of the most original games ever
made, Oddworld New n Tasty has the amazing atmosphere and quirky
possession-based puzzles without the clunky Another World style
platforming of the original.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Hotline Miami 2 –
A shoe in for the list, as were almost half a dozen other Devolver
games but ultimately ended up missing out at the last minute.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Massive Chalice –
Seemingly not to everyone&#39;s taste but I adored this procedurally
generated Double Fine generational RPG, and yet another SRPG that was
to be on this list.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkHRdGW8IiFD-Yq05ElvKSpT6JUVnbqr-_MeEBpUSEfxRKSdjzzXMlHJx1Lk0dIQ142KsygP3uRezYnx4iIsz-O1vkZq_hc1EZdmqi5Dtri3PEZMQeZK3V-jGV9XyPw5930c_ixVT42X7J/s1600/ArmiKrog2.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;212&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkHRdGW8IiFD-Yq05ElvKSpT6JUVnbqr-_MeEBpUSEfxRKSdjzzXMlHJx1Lk0dIQ142KsygP3uRezYnx4iIsz-O1vkZq_hc1EZdmqi5Dtri3PEZMQeZK3V-jGV9XyPw5930c_ixVT42X7J/s320/ArmiKrog2.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Armikrog – The
spiritual successor to the Neverhood isn&#39;t quite everything I wanted,
but it is an astonishingly quirky game, irrespective of all the
external baggage concerning its creator.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;br /&gt;
Titan Souls –
Devolver&#39;s streamlined take on Shadow of the Colossus was a game that
like many other Devolver names was ended up being bumped from this
list.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Tales of Zestiria –
The latest Tales game, and the first for PC is a fantastic action RPG
in a year of great RPG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlGxjhVZvrSg0R2TKlCe6CFAXrLPUySb5Uam2_IC_qjf1xgO0oKgyMBs_DHHBr6bdFL3bpGChViBnltEtyJQBH7y23_3sA-CNXaictxDgjzUP0xq_wa3B6ntHUj-1vcpY-rwN2H4CmOZRY/s1600/InvisibleInc.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlGxjhVZvrSg0R2TKlCe6CFAXrLPUySb5Uam2_IC_qjf1xgO0oKgyMBs_DHHBr6bdFL3bpGChViBnltEtyJQBH7y23_3sA-CNXaictxDgjzUP0xq_wa3B6ntHUj-1vcpY-rwN2H4CmOZRY/s320/InvisibleInc.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Invisible Inc –
The former Incognita was the last SRPG that was a victim of being in
a year stocked to the gills with brilliant games.&lt;/div&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Final Fantasy Type-O
HD – Technically updated enough to count for this list and by far
the best and most interesting game to come out of the Final Fantasy
XIII experiment. Sadly no FFXV demo for PC owners.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The Escapists – A
return to form for Team 17, with a great little sandbox stealth game
evoking all the fun I had watching Prison Break.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&amp;nbsp;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI7tjaa119FGbQK_EF2AJK8PEgP62Ku95z-EIlNrAkbegPWMfvjtjEZXEM6exM_93DGUet_PRz04AJDfLDsYvpz9JCS8KZl_ZEKB0noXIoIdY_pUqRkOYExWAls4gvFrt7RgoSDA6kCUl1/s1600/KerbalSpaceProgramme.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI7tjaa119FGbQK_EF2AJK8PEgP62Ku95z-EIlNrAkbegPWMfvjtjEZXEM6exM_93DGUet_PRz04AJDfLDsYvpz9JCS8KZl_ZEKB0noXIoIdY_pUqRkOYExWAls4gvFrt7RgoSDA6kCUl1/s320/KerbalSpaceProgramme.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Kerbal Space
Program(me) – Amazingly enough despite its long early access period
the quirky space-em-up actually released in 2015. Unfortunately had
it released last year it may have actually made the top ten.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Broken Age –
Despite the controversy surrounding Double Fine and the nature of how
some of the games ended up, this is a gorgeous and eternally charming
adventure game.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Hand of Fate –
Almost made it on the list by virtue of being a fantastically
original concept, ultimately the individual elements just weren&#39;t as
sharp as they needed to be in a year as stacked as this one.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvvsrlnfYNvROPLdxPgrMlrDqko_IWutdVRmhwWDcMBejnm10BjZikPo73vlsxcXJwQfFUeat5-G_fgKLK-X2DG1RLmtWFcUQVGunJETG7WqtGd1FZ1MyDUJGdDMEZtupiTm-OiUV1D-RN/s1600/BroForce.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvvsrlnfYNvROPLdxPgrMlrDqko_IWutdVRmhwWDcMBejnm10BjZikPo73vlsxcXJwQfFUeat5-G_fgKLK-X2DG1RLmtWFcUQVGunJETG7WqtGd1FZ1MyDUJGdDMEZtupiTm-OiUV1D-RN/s320/BroForce.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Broforce – Oh hell
yes, Broforce actually released this year as well. Sadly there was
ultimately only room for one retro Devolver shooter, and Downwell
proved more addictive.&lt;/div&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Big Pharma –
Almost made it on the list purely for evoking Theme Hospital, one of
my most favourite games in history, this management puzzler managed to keep that quirky style although it lacked the sophistication and amazing sense of humour of the Bullfrog great.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Prison Architect –
Possibly the best use of early access ever, Prison Architect finally
released to deserved accolades and it&#39;s a shame that like Kerbal
Space Programme it didn&#39;t release in a year so stacked with brilliant
games.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBn56xVzoR9DMvxYTD_hY8mTqlaOSxI3EFHBy1dRj5JHLQngoV8AzAMrI_tRhKXuHNzPApbvWb_0smX-odh7HvSLfynDVMBpKYjTRkw0fOkAU77QqGuLyYXBNT2DH_MjEcGWG61u5E4-fc/s1600/TalosPrinciple.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBn56xVzoR9DMvxYTD_hY8mTqlaOSxI3EFHBy1dRj5JHLQngoV8AzAMrI_tRhKXuHNzPApbvWb_0smX-odh7HvSLfynDVMBpKYjTRkw0fOkAU77QqGuLyYXBNT2DH_MjEcGWG61u5E4-fc/s320/TalosPrinciple.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The Talos Principle
– Technically applies for both 2014 and 2015, given it&#39;s December
2014 release date and was in the top 10 for a long time until Dirt
Rally was rude enough to leave Early Access last month.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
SOMA – A gorgeous,
unique concept for a horror game, and another example of a game of
the year candidate that somehow missed the list. Did I mention 2015
was a brilliant year?&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Read Only Memories –
(Disclaimer: I backed this on kickstarter too) Interesting cyberpunk
adventure with a positive attitude to gender and diversity that makes
it a landmark for video games.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoo6I4YaT5DOwYfIFI9wog_WjKOXFhXzjboxZufhpSgVb0L1wxgp3-ESFYZ6rsOWREYfTjtKgv5wIC7DMBZewRvLZnFMbek0PoEN1ZyvR03IbpDKM3slKUvx2wpq6fsv9qWr2P1dFcQd06/s1600/AACactus.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoo6I4YaT5DOwYfIFI9wog_WjKOXFhXzjboxZufhpSgVb0L1wxgp3-ESFYZ6rsOWREYfTjtKgv5wIC7DMBZewRvLZnFMbek0PoEN1ZyvR03IbpDKM3slKUvx2wpq6fsv9qWr2P1dFcQd06/s320/AACactus.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Android Android
Cactus – Another game that so easily could have ended up on the
list had it not been such a brilliant year. A fantastic, beautiful
endlessly quirky twin stick shooter.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Volume – Thomas
Was Alone creators making a VR stealth game? Hell yes!&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Just Cause 3 – A
game that could have been game of the year had the PC port not been
quite as disasterous. Unlike F1 2015 and Batman Arkham Knight, they
at least fixed the major issues, but the first few days before the
major patches were enough in this most brilliant of years to bump it
out of the running.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
And there we have
it. What a 2015! Thanks for reading and hopefully 2016 will be just
as exciting.&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/2318428215790723062/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-honourable-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/2318428215790723062'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/2318428215790723062'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-honourable-and.html' title='Isometrics Awards: Honourable and Dishonourable Mentions'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji9hZUwKbAEumd1ZtbEUklRdtmcRtQFyFSO8DmkFJRcgjoqSCkVITwQiD5oz-28EGvAYh4Wzd_2kC46zuEGpHFPx6HBynFP4RqaySKanMxJxr9EJ0iakBNf7OdwZ7tF-Y_od89vadK7nt9/s72-c/2015-12-27_00002.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-8068593502733419042</id><published>2016-01-13T12:00:00.000+00:00</published><updated>2016-01-13T12:00:10.563+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2015"/><category scheme="http://www.blogger.com/atom/ns#" term="Awards"/><category scheme="http://www.blogger.com/atom/ns#" term="best"/><category scheme="http://www.blogger.com/atom/ns#" term="games"/><category scheme="http://www.blogger.com/atom/ns#" term="GOTY"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><title type='text'>Isometrics Awards: Best Game of 2015</title><content type='html'>&lt;br /&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
So 2015 has been a
fantastic year for video games on the whole, with fantastic games of
all shapes, sizes and ideas being available. This list has changed
repeatedly, being unrecognisable from a list of predictions I made
last year. The long list had over thirty games on it at one point and
whittling it down to ten has meant several games that deserve to be
on this list are not, most notably The Witcher 3, which is
essentially the unofficial number 11 on this list. I&#39;ve tried to
cover as wide a variety of games as possible.
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Are you sitting
comfortably? Good, then let us begin.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
10: The Beginner&#39;s
Guide (Everything Unlimited Ltd., PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitb5109sjpR0aODJIlW907DNy7l5syq4s3IRsWJ8y8vpuVVhIr3yN3nFr3SOysXRNBFSn2Vw-ujeXjUIAP4v6A_TplCaekVZW7YwgtJjDYW7_FX48xP-mZOcQvQ1C7d7lzespN_qkjRiAk/s1600/2016-01-12_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitb5109sjpR0aODJIlW907DNy7l5syq4s3IRsWJ8y8vpuVVhIr3yN3nFr3SOysXRNBFSn2Vw-ujeXjUIAP4v6A_TplCaekVZW7YwgtJjDYW7_FX48xP-mZOcQvQ1C7d7lzespN_qkjRiAk/s320/2016-01-12_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: The only spoiler-free screenshot I have.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
A game by the makers
of The Stanley Parable that is pretty much as difficult to describe
without completely spoiling it, The Beginner&#39;s Guide is a game that
will become more and more important as gaming spreads its literary
wings and begins to move into mediums of metacommentary and creative
criticism. It is at once a short playable experience but enters into
much broader dimensions and ideas, asking some questions that are
really profound and never asked before either in or about computer
games. It will not be for everyone, as many of my recommendations are
not, however this is a vitally important video game to understand
other games, and absolutely worth the very short run-time. I will be
covering the game in spoileriffic length in an Isometrics soon as
well so play it before that... please?&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
9: Dirt Rally
(Codemasters Racing, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitAGw1FVmuVCJRaXjO4lp4akWO3M909rPeOaMvbuu4kFvplWZpHh2p2zKTWbicCjaEYkBsRv0vKjl-f7nn_VJ3h_6knyHSuYFhBIXFvFmxv255vie4SfwLfnHOcPNWKSkmZhrXoSni3Dky/s1600/2016-01-12_00006.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitAGw1FVmuVCJRaXjO4lp4akWO3M909rPeOaMvbuu4kFvplWZpHh2p2zKTWbicCjaEYkBsRv0vKjl-f7nn_VJ3h_6knyHSuYFhBIXFvFmxv255vie4SfwLfnHOcPNWKSkmZhrXoSni3Dky/s320/2016-01-12_00006.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Hot Note Reading Action!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Narrowly escaping
the worst list was Codemasters&#39; major release this year, the horribly
buggy, limited in scope and incredibly disappointing F1 2015. Dirt
Rally is basically the polar opposite. It appeared out of nowhere in
staggering form for an Early Access game, blew pretty much every
other racer this year away and was completed in December, thus
guarenteeing itself a spot on this list. Dirt Rally is the opposite
in many ways to Codemasters&#39; increasing attempts to streamline and
simplify their major franchises, with Grid Autosport and F1 2015
being the biggest victims of this. Dirt Rally does not; you get no
tips, no aids and absolutely no mercy, and you will not place very
well for a long time in the game, until you improve, build up your
team and learn a lot about care and patience in order to maximise
those sector times. Otherwise you will crash and see just how
gorgeous and capable that damage engine is. The only fly on the
ointment is how locked up most of the content is, with you stuck in a
Mini Cooper until you get very good at the game but it makes
progression so very rewarding. A massively fun experience if you&#39;re
willing to sink your teeth deeply into a racing game.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
8: Downwell
(Mappin/Devolver Digital, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8pYprbZHnfMfqg1GqBuTXXYBp8nF2fJ9Ptty7Ph0R9DifJrp2Arjn5e_KJA02guMGciCUB-QhdkLdt21IdtMuHS-M9KtTTeaGGVWT04d2kFCv8D7hKszsY1SkxPJQPxcogZK7BD7zsCsy/s1600/Downwell.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8pYprbZHnfMfqg1GqBuTXXYBp8nF2fJ9Ptty7Ph0R9DifJrp2Arjn5e_KJA02guMGciCUB-QhdkLdt21IdtMuHS-M9KtTTeaGGVWT04d2kFCv8D7hKszsY1SkxPJQPxcogZK7BD7zsCsy/s320/Downwell.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: The only meaningful screencap I could take before being decimated by the game.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Now this is a shock.
Technically a mobile port, Downwell is such an addicting little
shooter game, with a twist that turns things literally on their head.
A scrolling shooter in reverse, you play a young little blob thing
wearing gunboots sending your bullets down the well, hunting for gems
and trying not to die repeatedly. One of those things is kind of
impossible, but that is the joy of games like Downwell, Spelunky and
The Binding Of Isaac. You feel progression and forward progress, and
the game rewards you for trying and failing. For the amount of fun
you&#39;ll receive it&#39;s an absolute bargain.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
7: Grow Home
(Reflections/Ubisoft, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1MkHQqIpj_kKtg0xDwlmn68-TNTQO5UKzRJbMvEY68TPavkeu52bzIFDMjvnzd4QnLRhGBg1ERU9vS4yheo9SEy2YNsxh4mfJaYs9Q4aG7lBZ5jiiJP_TetLjzBijM-iOg7VP3cEayoHX/s1600/2016-01-12_00005.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1MkHQqIpj_kKtg0xDwlmn68-TNTQO5UKzRJbMvEY68TPavkeu52bzIFDMjvnzd4QnLRhGBg1ERU9vS4yheo9SEy2YNsxh4mfJaYs9Q4aG7lBZ5jiiJP_TetLjzBijM-iOg7VP3cEayoHX/s320/2016-01-12_00005.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Welcome to Sunny Floating isle!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Ubisoft have a lot
of issues and have made many many mistakes in the past but one of the
things is their forays into art games. Last year provided the
wonderful Child Of Light and Valient Hearts, and this year has the
wonderful Grow Home. The basic premise is simply to grow a plant two
kilometers high to reach your spaceship but the way to get there is
equal parts Katamari-esque odd and complete charm, with a world
growing upward and yet thanks to some delightful controls very easy
to get around. It was a thoroughly relaxing game, and I have spent
whole evenings gliding across the map trying to find one of the
crystals or star seeds. Ubisoft have done better this year any way,
but Grow Home will probably stand out as their best contribution to
gaming this year.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
6: Toren (Sword
Tales/Versus Evil, PC)&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn-Z0MMp2mBZ9G0Dw47DPVbfqie5y4iyfj5giWPQk-3EISeGj0wq98uGtEiPhGLzIh6wMeyBKCzLtrYgUGOzN7UzajOj9qGCOZylhs8YWd_NhFkkl8Xa19JEjzXU50yRo0rVFbywwNC4wT/s1600/2016-01-12_00046.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn-Z0MMp2mBZ9G0Dw47DPVbfqie5y4iyfj5giWPQk-3EISeGj0wq98uGtEiPhGLzIh6wMeyBKCzLtrYgUGOzN7UzajOj9qGCOZylhs8YWd_NhFkkl8Xa19JEjzXU50yRo0rVFbywwNC4wT/s320/2016-01-12_00046.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Drowning In Symbolism&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Toren was part of a
great influx of Brazillian games, which included the phenomenal
Chroma Squad (a game bumped from this list at the last minute), and
stands to be one of the most beautiful indie games made at least this
year. You play Moonchild, a young girl who grows while climbing the
titular Toren, a giant tower reaching to the sun, while exploring
vivid worlds and enjoying an absolutely fascinating story without a
single line of dialogue uttered. On a personal level, this game
brought me back into doing Isometrics, as the first game of the year
that truly felt like an incredible literary experience, swallowing
you into its world tinged with mythology and metaphor. At times it
feels like a 90&#39;s video game with an air of new-age surrealism, and
the fact that a game can do that in 2015 gives me hope for the
future. 
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
5: Fallout 4
(Bethesda, PC/PS4/XB1)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAQWkcka8U8ST9HK5m8kZsXaB-ECfJ6v0N8f0c9x1G5-gJDB2WwLBQBIX2FYKSp2SxWIvynH0VSWRABCl1HEce0g-iSRTGqfvUQa4d9yqqq3Oq6iF0lMsriKb-pdaaK3o-DJy-qrn0kHaF/s1600/2016-01-02_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAQWkcka8U8ST9HK5m8kZsXaB-ECfJ6v0N8f0c9x1G5-gJDB2WwLBQBIX2FYKSp2SxWIvynH0VSWRABCl1HEce0g-iSRTGqfvUQa4d9yqqq3Oq6iF0lMsriKb-pdaaK3o-DJy-qrn0kHaF/s320/2016-01-02_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Low Hanging Fruit.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
A late entry that
completely messed up most of my rankings, I was going to leave
Fallout 4 until the ultimate edition came out and the game was in a
playable non-buggy state. Apparently I didn&#39;t need to wait too long
because Fallout 4 was an incredible experience, improving pretty much
every aspect that needed fixing, and adding a level of customisation
I didn&#39;t realise I really wanted in gaming until I realised I could
add a bayonet to a sniper rifle. Some have complained that it was too
“streamlined” or “dumbed down” but most of those arguments
appear to have been complaining about genuine improvements. Outside
of the more limited dialogue options, almost none of the changes to
Fallout 4 have been for the worse. Combat is better and feels more
refined, VATS still has an element of threat to it, the settlement
system is way more involved and delightful than it has any right to
be, and you have a dog. What more is there to love?&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
4: Undertale
(TobyFox, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXQdYiK5hKWzXCNREC-wHl6g27n9-VazhIpqYAmF73c9jNTyk2cYa1uhlD-tMJIemvKcujKfylddJkw3L38Cn4quJrtA_MCfJkRcZGA8f1jJmpY-EInaQfyBjSRCv9j1w9lsXoc3lMTGj3/s1600/Underlibrarby.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;252&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXQdYiK5hKWzXCNREC-wHl6g27n9-VazhIpqYAmF73c9jNTyk2cYa1uhlD-tMJIemvKcujKfylddJkw3L38Cn4quJrtA_MCfJkRcZGA8f1jJmpY-EInaQfyBjSRCv9j1w9lsXoc3lMTGj3/s320/Underlibrarby.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: A game after my own heart&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Undertale is a game
that completely blindsided everyone, and managed to create a huge
cult overnight over what seemed from screenshots to be another
retro-inspired RPG. Scratch the surface even slightly however and you
have a beautiful, incredibly well-realised game about choice,
authority, agency and font-named Skeletons. It is a world that is
easy to be attached to with all the characters being rather unique in
design, personality and witty dialogue, and that is as true for the
random encounters as the main NPCs, which is where Undertale truly
shines. Combat can be like a standard RPG if you want it to be, but
there are options to not fight and still win, and it&#39;s as valid if
not more so to spare an opponent as kill it. A spellbinding
experience filled with wonder, humour and meta-commentary on gaming
as a whole, and absolutely worth playing, then again, and again...&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
3: Rocket League
(Psyonix, PC/PS4)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHCRwbLmO7bvjbUxau-8qBzGmheZIsphpGlb7ucAtBT8T1W_V_CCe-PLvWer5DfHz41cGAbcj6oA29_8_D-hJrZ5kyR2K4_THYqp_14N2NLQdGs9D3UK1KhcPzmjr8W-JEONXF0H6QNGxE/s1600/2015-08-04_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHCRwbLmO7bvjbUxau-8qBzGmheZIsphpGlb7ucAtBT8T1W_V_CCe-PLvWer5DfHz41cGAbcj6oA29_8_D-hJrZ5kyR2K4_THYqp_14N2NLQdGs9D3UK1KhcPzmjr8W-JEONXF0H6QNGxE/s320/2015-08-04_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: True Sporting Joy&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Here I am, and
you&#39;re Rocket League! Possibly the best multiplayer game in recent
memory, Rocket League is a concept so simple and so brilliant I&#39;m
shocked it hasn&#39;t become successful sooner. Effectively jet powered
car football, where Rocket League shines is in the sheer controlled
madness of everything. Anyone can pick it up and figure out the
basics but there is a lot of hidden tricks and aspects to master that
high level play looks very impressive and not entirely based on luck.
It basically works in the same way other sports do, and tickles that
bit of your brain that starts hollering, oohing, ahhing and whooping
in delight as that shot curls perfectly past the other team&#39;s goalie
and soars in, explosions and horns sounding off. Another game that
came from seemingly nowhere and completely blew me away as a game
that could have very easily been game of the year.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
2: Life is Strange
(Dontnod/Square Enix, PC/PS4)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_fkXxsJtls0otD3_vZErCNhinLplooB7yz6RYNCBi8ikFTpjM1I2pGM1vyjDLwXp37zaU76GeU2jeYjQY31uELNaUFLZwUQKYfWHpWJZ_5gL2zZ2_mmAWQAT4KLyop_K3VC1pp5tl-idd/s320/2015-02-08_00002.jpg&quot; width=&quot;320&quot; /&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Meta-Hipster Irony&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
One more game that
seemed to be a complete shock, Remember Me developers Dontnod&#39;s
follow up, the episodic Life is Strange will stand as one of the best
if not the best episodic game of all time, and for me personally the
game that made me finally get how and why episodic games can work.
The story of a backwater town in Washington state, the game follows
Max Caulfield, a photography student who learns she has the power to
turn back time after saving her best friend&#39;s life. The first
episode, while very good and showcasing the beautiful hand-painted
textures they used, was impressive but did not make this game the
herald of great episodic gaming. However by the second episode myself
and pretty much everyone I knew who played the game was absolutely
hooked to the twists and turns in the story, with a story that moved
people (read: me) to tears on several occasions. The genius of Life
is Strange is the time travel mechanic, which adds weight to the
choices you make and forces the player to live with decisions they
could have changed had they chosen to. Where the story goes is
incredible and I don&#39;t want to spoil it so this is another game I
could not recommend highly enough. Tantalisingly close to game of the
year as well.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_fkXxsJtls0otD3_vZErCNhinLplooB7yz6RYNCBi8ikFTpjM1I2pGM1vyjDLwXp37zaU76GeU2jeYjQY31uELNaUFLZwUQKYfWHpWJZ_5gL2zZ2_mmAWQAT4KLyop_K3VC1pp5tl-idd/s1600/2015-02-08_00002.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
1: Metal Gear Solid
V: The Phantom Pain (Kojima Productions/Konami, PC/PS4/XB1)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBpculHjuGq96mE8c6teoQdLsYq-nGuIuywQOgXBdmfrmw0yrcVsWG6G5F1oTKYccVHD2TiX6CB63NTfPqaqLNeEZwz_zkXLIiY9xuLVkJtTf4FFd1MweZe_mXWhIrDhEI_ponFKAiAmax/s1600/2015-09-27_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBpculHjuGq96mE8c6teoQdLsYq-nGuIuywQOgXBdmfrmw0yrcVsWG6G5F1oTKYccVHD2TiX6CB63NTfPqaqLNeEZwz_zkXLIiY9xuLVkJtTf4FFd1MweZe_mXWhIrDhEI_ponFKAiAmax/s320/2015-09-27_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Tactical Espionage Action! Also Dog.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Well, it was close,
and at times I almost bumped it from the top spot, but ultimately
Hideo Kojima&#39;s swansong for Konami had the top spot to lose. Much has
been discussed, explored and described about the game and it&#39;s voyage
into the deepest darkest patches of development hell, so I will stick
with the fact that bizarrely enough, the narrative is one of the
weakest aspects of the game. There is still some great strangeness
and Kojima hallmarks but compared to MGS 4 there is definitely steps
backwards in the way the story was told. The game feels like content
was missing at times, odd for a game as long as The Phantom Pain is,
and the DLC for the game literally includes Horse Armour, a gigantic
in joke in gaming. All that aside though, MGSV is still a
masterpiece, beautifully realised, brilliantly constructed and
breathtaking in scope. Outside of the awful fee-to-pay FOB element,
everything in the game is no worse than very good even with its
flaws, which was ultimately why it ended up on the top spot despite
my frustrations with a game that threw away the potential to be the
best game of all time. Much of that can be ascribed to the bizarre
business decisions made by Konami, and with their current mood swings
about the future of the company, MGSV may well be the final swansong
for them as well. For a game that has both the very best and very
worst of 2015 in video gaming, MGSV encapsulates it all, and for that
amongst many other reasons it gets the nod for Game of the Year.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
One last thing to do
is the Honourable Mentions, thanks for reading the Isometrics awards
and feel free to let me know what you agree/disagree with.&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/8068593502733419042/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-best-game-of-2015.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8068593502733419042'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8068593502733419042'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-best-game-of-2015.html' title='Isometrics Awards: Best Game of 2015'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitb5109sjpR0aODJIlW907DNy7l5syq4s3IRsWJ8y8vpuVVhIr3yN3nFr3SOysXRNBFSn2Vw-ujeXjUIAP4v6A_TplCaekVZW7YwgtJjDYW7_FX48xP-mZOcQvQ1C7d7lzespN_qkjRiAk/s72-c/2016-01-12_00001.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-6497252776206068906</id><published>2016-01-12T12:00:00.000+00:00</published><updated>2016-01-12T12:00:28.677+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2015"/><category scheme="http://www.blogger.com/atom/ns#" term="Awards"/><category scheme="http://www.blogger.com/atom/ns#" term="games"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="Huggydave"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Literary"/><category scheme="http://www.blogger.com/atom/ns#" term="Literary Gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="Top ten"/><category scheme="http://www.blogger.com/atom/ns#" term="Worst"/><title type='text'>Isometrics Awards: Worst Game of 2015</title><content type='html'>&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Welcome
to the Isometrics Awards for Worst Game of the Year, the Rancid
Retrospective of the world of computer and video games. There was a
huge influx of games, a lot of which were fantastic, unique or at
least competent. With such a morass of games however, the inevitable
hand of the greedy, the incompetent and the both ends up leading to
quite a lot of crap. That said my longlist for worst games was far
shorter than my longlist for game of the year, but my word what we have here plumbs new depths of terrible. So without further ado, we shall begin.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
10:
Batman Arkham Knight (WB Games/Rocksteady Studios: PS4/XB1/PC)&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKV6pFB2hFm3AsLTe3J6I4A4KAheLNfgWIlTDHzjX9tRRLGQxE5heteWIGui7_qxaJZkHd41PZ_gK7NlySCnc3SVjXM3a3S_AFD1GL37AG2dSC-2q9maJf0mbXsXbO-e5eLDYjXVR4JTt/s1600/2015-12-16_00002.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKV6pFB2hFm3AsLTe3J6I4A4KAheLNfgWIlTDHzjX9tRRLGQxE5heteWIGui7_qxaJZkHd41PZ_gK7NlySCnc3SVjXM3a3S_AFD1GL37AG2dSC-2q9maJf0mbXsXbO-e5eLDYjXVR4JTt/s320/2015-12-16_00002.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Pictured: The first mission of Arkham Knight&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Let&#39;s
start controversially shall we, by putting a game on this list I
actually quite like. Batman Arkham Knight, the kinda-sorta swansong
of the phenomenal Arkham series of bat-em-ups is actually a very good
game. It&#39;s beautiful, features some interesting mechanics to add to
the already excellent core gameplay elements of Arkham City and has
enough intruigue and darkness to be worth your while. This would all
be true if the game worked reliably. Even as of me writing this six
months after launch there are problems with frame rate, the Batmobile
(an otherwise fantastic mechanic) falling through the world and other
random glitches that really hamper an overall experience, to the
point that Rocksteady pulled the game, offering full refunds and only
rereleasing it in November with much of the same issues.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
If
you&#39;re playing on a console that didn&#39;t suffer these problems quite
as badly, feel free to replace this with F1 2015, another game which
could have been fantastic but for lazy porting, terrible
optimisation, inexcusable glitches and a basically unplayable
multiplayer, although with less actual content and innovation over
previous iterations to justify this. I gave the slight nod to Arkham
Knight on the sheer scale of disaster of the launch, but honestly
both could have been Number 10 on this list.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
9:
Godus (22Cans: PC)&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoT_Ql8nzOfgzwEedwNC1iKcdVYx1vnbPCW9A84DYHbH2TK0Pp6c184KcYKlK6_OQZ-Xd7XXEZpczA5C23awmEbKC94SJ45C9FcJYsmGZICXUdcrWokYA1ubVqViEMV6IUsfQ79Ix0FsI6/s1600/2016-01-10_00023.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoT_Ql8nzOfgzwEedwNC1iKcdVYx1vnbPCW9A84DYHbH2TK0Pp6c184KcYKlK6_OQZ-Xd7XXEZpczA5C23awmEbKC94SJ45C9FcJYsmGZICXUdcrWokYA1ubVqViEMV6IUsfQ79Ix0FsI6/s320/2016-01-10_00023.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Abject Disappointment&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
So
Peter Molyneux abandoned yet another project half finished and
missing almost all the content claimed by the developer. Since Black
and White he has been doing this and since Fable it has really
affected the games, with them getting worse and worse up until this
utter nadir of a life-simulation. Godus was a successful Kickstarter
campaign in 2012 that had an early access launch in 2013, allegedly
owing to problems with funding and complications that occurred during
game development.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The
rest of the story ends up getting very upsetting, the winner of an
alternate reality mobile game ended up getting precisely nothing
despite being promised real world revenue from a feature that was
never put in the game. Many of the Backer&#39;s rewards (Read: The most
important thing to give out when doing a Kickstarter campaign) were
unfulfilled, leading to demands for refunds from irate gamers.
Technically the game is still in early access but given the reduction
to a skeleton crew as of February 2015 it&#39;s safe to say the game
isn&#39;t being finished this side of ever.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
What&#39;s
in the game is fairly bad too, including terrible terrain
deformation that seems designed to cause repetitive strain injury, a microtransaction model for the Android and iOS
versions (The absence of which is touted a little too proudly in the PC beta), lots of annoying features borrowed from mobile gaming and
an alarming lack of content. There is a potentially fun game here but the game causes too much pain both figuratively and literally to be worth more than derision.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
8:Burgers
(storm_sharks, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPyh7D9M15FDFaEr7lpNVIR-uCNwgpcmb_z_kLCOiVK9-drwY6ahQjKKewSDPnmYAUWSAipOPnOUPzXtYTerLiN8gmLiMq7W_c1gNxxTQuVxJoX2bHGJ1x0c3OOgz_mdDf1MDSHyxJj6qn/s1600/burgers.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPyh7D9M15FDFaEr7lpNVIR-uCNwgpcmb_z_kLCOiVK9-drwY6ahQjKKewSDPnmYAUWSAipOPnOUPzXtYTerLiN8gmLiMq7W_c1gNxxTQuVxJoX2bHGJ1x0c3OOgz_mdDf1MDSHyxJj6qn/s320/burgers.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The game may appear mildly exciting from still screenshots. They lie.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Well
isn&#39;t this an odd curiosity of a game. Burgers is a Metal Slug clone
of sorts with terrible controls, a fairly naff art style, a
thoroughly baffling storyline and about an hour of content, and it
only got that much due to some of the worst controls in a 2D action
game I&#39;ve seen for a while. It has a button for walking back which
only made sense in a 2D shooter when the rest of the appalling
controls were taken into account. The shooting is unsatisfying, the
animation would have been laughed off of Newgrounds and the
difficulty curve wobbles between absurdly easy to inexplicably
difficult, while lacking much in the way of variety to justify it.
The story, such as it is is so nonsensically absurd and riddled with
spelling, logic and sanity errors that it&#39;s almost worth the
incredibly low price of admission to see though, which is probably
the highest praise it will get.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
7:
Battle Ranch (Playboom, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgu2IrE3eQi7HREFH2CMI63bLvLIkCrt6lZSK7um16b7V9ZAMsE7Lxqsmt7ODTy32o4h5rc7ONuQTQInCwNGY57Pqp_jETm_Rn-F9qZhsxyRYjOhv2cqE4qcydL12L-3lJ9F42wIUG1DRXl/s1600/2015-01-30_00009.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgu2IrE3eQi7HREFH2CMI63bLvLIkCrt6lZSK7um16b7V9ZAMsE7Lxqsmt7ODTy32o4h5rc7ONuQTQInCwNGY57Pqp_jETm_Rn-F9qZhsxyRYjOhv2cqE4qcydL12L-3lJ9F42wIUG1DRXl/s320/2015-01-30_00009.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Veg vs Pigbies&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Certain
games are epoch-setting and blaze a trail that other games can but
follow for years to come. Battle Ranch is not one of those games. A
clone of Plants Vs Zombies whose derivation is only matched by sheer
incompetence, Battle Ranch is the ever-so-original war between pigs
and plants. Apparently that&#39;s a wacky original concept or something.
Somehow despite being released in 2015 it looks like a game made with
Visual Basic 6, with a frame rate that aspires for double digi&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizzm_j_Adv33Xo9NjqONmQVKgyfe6c705rpBqUIpr9L1MpVzmoM0ZIpNn0-y0TKX2A8kF6PFLHKFQ5pAkJzKpZCXe5in4y5lfGv0HvM3ix2OKyrVDO_gyJc_3HVQ89OwsQVMAgGu5RjMiH/s1600/burgers.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;/a&gt;ts and
animations which aspire to actually animate at all. A game that would
have been laughed off of Newgrounds. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
6:Tony
Hawk&#39;s Pro Skater 5 (Activision, PS4/XB1)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5JYWCShCUAqs5Vuljir_WDg6Wsn6MEgkA-2N3s7CvYRsnt-lKI0J7a04AxYGSKxTDZC9QWm4fMuWY9Q1olfd-dNCRkzuCsXI8DSyY2Qvta8G_zRlsNql_tQRl8OnfZ0Hxih2F9GUZriZH/s1600/tony-hawk-pro-skater-5-glitches.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;184&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5JYWCShCUAqs5Vuljir_WDg6Wsn6MEgkA-2N3s7CvYRsnt-lKI0J7a04AxYGSKxTDZC9QWm4fMuWY9Q1olfd-dNCRkzuCsXI8DSyY2Qvta8G_zRlsNql_tQRl8OnfZ0Hxih2F9GUZriZH/s320/tony-hawk-pro-skater-5-glitches.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Thinking Of Your Own Captions is much more fun than Tony Hawk&#39;s Pro Skater 5&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
There
was a time, ever so long ago when Tony Hawk and his series of Pro
Skater games were &lt;span style=&quot;font-style: normal;&quot;&gt;some of the most
fun party games you could ever play, and the brand was a symbol of a
great experience with a mix of brilliant gameplay and the perfect
amount of sillyness. Pro Skater 5, released over a decade after Pro
Skater 4 and eight years after the last good entry in the series, has
regressed in a manner not seen since the execrable Flatout 3 in 2011.
The game looks ugly as sin to start, with a graphical style so bad it
was very quickly converted to a cel-shaded style in &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;a
failed attempt &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;to deflect
criticism (known as the “DS Gambit”&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;).
Ther&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaDRkrmcV4Kk4vXdltce30FPV56vrpzKjRN2i7eEnOBmPsfNmu5YwfTjeBtW3qnmdO3zdt2mftxKs0YzP7Q2Jcj1XQsHMakKxBnOG2l2mCRPCIAib-Jk3YFIPQ4ne-w_V8wJ9VTV7NgvSS/s1600/2015-01-30_00009.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;/a&gt;e&#39;s an alarming variety in pretty much every regard, with
repetitive missions, limited tricks and a social element seemingly
limited in practise to shoving other people over online.  Worse than
all of this however is the regression in gameplay, taking a formula
that had evolved over a decade and somehow managing to mess up most
of the core mechanics, either through streamlining or simple
glitches. The game is monstrously unfun outside of watching those
hilarious montages of the game glitching out uncontrollably. It&#39;s
funny to watch but once you realise that is the whole experience,
you&#39;ll have a bad time.&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
5:F-1
Chequered Flag (Turn6, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSIRJlxoRUTWRpnxPirmnAmUk8bP28P_-1x5dq1UAh6wOvx8oFLI-bKu24FCeSLd2FDOimyfzvt-wLMkGrLeyLo_m8vgNtltM3NSAS9i__w4PPDdOxCL550YJsXEYD8UipsGvNcC15iUyB/s1600/2-f1-chequered-flag.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSIRJlxoRUTWRpnxPirmnAmUk8bP28P_-1x5dq1UAh6wOvx8oFLI-bKu24FCeSLd2FDOimyfzvt-wLMkGrLeyLo_m8vgNtltM3NSAS9i__w4PPDdOxCL550YJsXEYD8UipsGvNcC15iUyB/s320/2-f1-chequered-flag.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Bob Slayer&#39;s Dirty Little Secret&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Speaking
of Flatout 3, their developer Turn6 is back, releasing an F-1 game in
2015 which may go down as one of the flat out worst racing games in
existence. Not having controller support may be forgivable in
comparison to the more readily apparent sins of the game, such as the
complete lack of competence in any technological respect. The
graphics would be dated in 1995, something that is not hidden by
terrible blurry visual effects. Every track feels the same and
appears to be in the same environment and the only distinction
between yourself and the other racers is what washed out colour you
happen to be. The gameplay really sucks as well. One would assume you
could not use the skidding mess that was the Glacier 3 engine in a
formula one game, however Turn6 vehemently disagree adding terrible
drifting and a destruction based boost mechanic to a discipline of
driving intended to be about careful precision. An appalling, bargain
basement excuse for a video game.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
4:Temper
Tantrum (Digital Homicide, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv9R2kUBdNDDoJlz_ByKdEpDJiILsPL3h_TT5yP8VHsSpIwMUkvLu42HBwvgNXDxorEZiML6sRxu65XaA9tqanYTBIq8-HVdQXcNHDuTwPYegibTDo_Qz2iCVLGBgu2zOP23fqDN79o18b/s1600/2015-12-30_00004.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv9R2kUBdNDDoJlz_ByKdEpDJiILsPL3h_TT5yP8VHsSpIwMUkvLu42HBwvgNXDxorEZiML6sRxu65XaA9tqanYTBIq8-HVdQXcNHDuTwPYegibTDo_Qz2iCVLGBgu2zOP23fqDN79o18b/s320/2015-12-30_00004.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Baby Jesus Simulator 2015&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
So
Digital Homicide are back, with their patented blend of bought,
borrowed and stolen assets, mixed in with unbelievably pathetic
gameplay. The sheer volume of crap they effused onto steam was so
excessive I could have filled the top ten list with DH (and
affiliated shell companies) games and had done with it. I was torn
between this and the completely dysfunctional Galactic Hitman, and
Temper Tantrum only won because of the sheer offence of it. It&#39;s a
painful game to witness, partly because of the gaudiest textures ever
sold via Unity, but also because of a bizarre framerate, unresponsive
controls and a camera that seems obsessed with spinning. The one
moment of respite was on my first attempt playing the game where I
phased through a wall and ended up standing atop a swimming pool.
When glitching your way out of playing a game is the best thing about
it, you know you&#39;ve reached a particularly rough level of bad.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
3:Bloodbath
Kavkaz (Dagestan Technology, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjodk60J_jr7aEWJPKrZO-s8xQ018kD2WF-Dwf6IIGusTSxGhmmySqSYGgwU2Z7oa-nV2rIn9KG3Nl925EYwCgFL37RORoTuquyWUIQYxgtfGUPmYg-iKqSUZrtW5-u9VsNvmoH3raBF_oa/s1600/2016-01-11_00036.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjodk60J_jr7aEWJPKrZO-s8xQ018kD2WF-Dwf6IIGusTSxGhmmySqSYGgwU2Z7oa-nV2rIn9KG3Nl925EYwCgFL37RORoTuquyWUIQYxgtfGUPmYg-iKqSUZrtW5-u9VsNvmoH3raBF_oa/s320/2016-01-11_00036.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Race Relations. Also Depicted: A Repulsive Video Game&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
From
mere technological failures to outright offensively awful messes, we
have the Russian mockbuster take on Hotline Miami, Bloodbath Kavkaz.
The steam page promises “all the horrors of  russian [sic] modern
culture” and it delivers in spades, providing a nonsensical
experience seemingly made in MS Paint by a fourteen year old white
supremacist. It is racism, terrible art and memes, and apparently
there is no room for good gameplay, graphics that don&#39;t seriously
harm people with photosensitive epilepsy and oddly enough for a
Hotline Miami clone, a lack of difficulty for the most part. Beyond
pathetic. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
2:Gynophobia
(Andrii Vintsevych, PC)&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfscORAd0hVsuZ1LewdSt3fKpGmH9O3v6rithRunTtzJUfPGmoHGM-JfEYc6H74duNxf4LiHDRv8i83_GR14DkERrOcGKMfkYuEfpx5oLAG2Z6WZRksIFFnxY6NpYBCAHLBaFiN_20Dgap/s1600/2015-10-03_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfscORAd0hVsuZ1LewdSt3fKpGmH9O3v6rithRunTtzJUfPGmoHGM-JfEYc6H74duNxf4LiHDRv8i83_GR14DkERrOcGKMfkYuEfpx5oLAG2Z6WZRksIFFnxY6NpYBCAHLBaFiN_20Dgap/s320/2015-10-03_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: An attempt to take a picture of the most repulsive part of the game, where the main character&#39;s dad is a massive homophobe.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Gynophobia
literally denotes a fear of women, and the game takes this mildly
intruiging concept with all the subtlty of a spider-shaped brick with
breasts. The first issue is that the main conceit of the game is
mostly a con, since two fifths of the game take place within another
terribly generic zombie first person shooter, where you are wowed by
awful controls, location damage limited to headshots, a grand total
of three weapons (and I&#39;m magnanimously including the knife in that
as well), ugly store-bought enemies with AI completely limited to
chasing the player and a level objective which consists of car
maintenance. Once the actual misogynist parts of the game begin and
you&#39;re shooting women-shaped store-bought zombies in the head,
needless to say the game gets  a little bit unhinged. The game is
only an hour long as well, even taking into account the often unfair
level design and lack of checkpoints, but by the end you&#39;ll have been
so beaten over the head by this half-assed misogynist bollocks that
killing a scorpion sorceress and the bizarre Oedipal aspects of the
game are no longer even slightly amusing. A soul-destroying mess. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
1:Hatred
(Destructive Creations, PC/PS4)&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbDDVn1fczQX1R-OfCiaxw7JPi8N-37MvCYGNTbzblHfK94lInQUzOfWh4BwhQ-6FlEtzwP2QM0ITDIPNWfdxEA0pEZqvcwr2Yz77EKTDp0XIKcgZRyVJG083V5z7eKW4Ty-oqi5RGO3qA/s1600/2016-01-11_00003.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbDDVn1fczQX1R-OfCiaxw7JPi8N-37MvCYGNTbzblHfK94lInQUzOfWh4BwhQ-6FlEtzwP2QM0ITDIPNWfdxEA0pEZqvcwr2Yz77EKTDp0XIKcgZRyVJG083V5z7eKW4Ty-oqi5RGO3qA/s320/2016-01-11_00003.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Depicted: Deep Sociological Satire.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
I
didn&#39;t want this to be the winner in all honesty. I suspected there
was a good chance this jaunt through the life of a spree killer was
going to win the worst game award, but I wanted to give it the
benefit of the doubt. After all, brilliant games sometimes cover
insanely dark themes, and providing there is a level of balance,
enjoyment or some form of enlightenment a game can be entertaining.
Hatred manages to get everything wrong that games Hatred is so
desperate to emulate got right, games like Manhunt and especially
Postal 2. Hatred is not the worst game of the year because of its
appalling graphics, inexcusable framerate, iffy controls, generic
mission objectives, its litany of bugs or its short lifespan. Not at
all, the game is the worst game of this year, and indeed the worst of
all time because of how much of a complete and utter waste it is. It
wasted the Unreal Engine 4, providing a game that looks bad by late
PS2 standards and has a framerate that aspires to reach double digits
on a good day when nothing&#39;s on screen. It wasted a graphical style
that sought to emulate dark age comic books but is a generic sludge
of black and white nonsense that forces the player to rely on the
“Killer&#39;s Sense” mapped to the right analogue stick to actually
find enemies. Most importantly, it wasted what could have been a
fascinating conceit, of a twisted disturbed spree killer far too
psychotic and murderous to be an antihero, who kills for some purpose
never said and possibly never known. It is a conceit succeeded in the
disturbing Manhunt, the shamefully hilarious Postal 2 and even the
controversial Super Columbine Massacre RPG, a free game made in 2005
about a real mass shooting. Hatred inspires complete apathy, a
complete lack of care, effort or interest in the game they are making
and trying to sell, trying to pass this lack of effort and talent as
some slight against the politically correct world. It makes me
furious that a game like this hoodwinked masses of people on
Greenlight, Gabe Newell who stepped in to allow the game to be
published after an initial ban, and myself into thinking this was a
game with merit being a victim of censorship. Of the top three games,
at least Bloodbath Kavkaz attempted and failed at being as satirical
as Hotline Miami, and at least Gynophobia had attempted and failed to
cover its subject matter. Hatred simply did not bother, and because
of this complete antithesis of fun, enjoyment and meaning, Hatred
gets the Isometrics Award for Worst Game of 2015.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Thank
you very much for reading, and have a lovely 2016. Much better games
and the honourable mentions are incoming.&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/6497252776206068906/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-worst-game-of-2015.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/6497252776206068906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/6497252776206068906'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-worst-game-of-2015.html' title='Isometrics Awards: Worst Game of 2015'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKV6pFB2hFm3AsLTe3J6I4A4KAheLNfgWIlTDHzjX9tRRLGQxE5heteWIGui7_qxaJZkHd41PZ_gK7NlySCnc3SVjXM3a3S_AFD1GL37AG2dSC-2q9maJf0mbXsXbO-e5eLDYjXVR4JTt/s72-c/2015-12-16_00002.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-2761300980840790736</id><published>2016-01-10T12:00:00.000+00:00</published><updated>2016-01-10T12:52:09.548+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2015"/><category scheme="http://www.blogger.com/atom/ns#" term="Awards"/><category scheme="http://www.blogger.com/atom/ns#" term="Best Literature"/><category scheme="http://www.blogger.com/atom/ns#" term="GOTY"/><category scheme="http://www.blogger.com/atom/ns#" term="Introduction"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Literary Gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="Two Thousand Fifteen"/><category scheme="http://www.blogger.com/atom/ns#" term="Video Gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="Worst Game"/><title type='text'>Isometrics Awards 2015: A Panoply of Light, Fantasy and Interactivity</title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1_sYYS4FjZgwbLJCzLFucjj10NOlVIzMvgdOwrmNcws9kFXozb4fmDR3wssOyRQYO_8S5zfBsf3a5NT9mS_3RGlesqoBA4efSEbqvMditTxEdGztpP4W0IUpnQpp1sjHDSpzjDmzB-thz/s1600/2015-11-08_00017.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Welcome
one and all to the Isometrics Awards, the sidelong sneer at the best
and worst of the literary world of computer and video games. The year
has shot by so quickly hasn&#39;t it? I remember last year when I
promised a regular schedule with lots of posts and gave my best games
of 2014, and now I aim to promise it again, with a bit of a look back
at the year as well as explaining the criteria I personally use to
judge the best and worst games of the year of our game Two Thousand
and Fifteen. 
&lt;/div&gt;
&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1_sYYS4FjZgwbLJCzLFucjj10NOlVIzMvgdOwrmNcws9kFXozb4fmDR3wssOyRQYO_8S5zfBsf3a5NT9mS_3RGlesqoBA4efSEbqvMditTxEdGztpP4W0IUpnQpp1sjHDSpzjDmzB-thz/s1600/2015-11-08_00017.jpg&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1_sYYS4FjZgwbLJCzLFucjj10NOlVIzMvgdOwrmNcws9kFXozb4fmDR3wssOyRQYO_8S5zfBsf3a5NT9mS_3RGlesqoBA4efSEbqvMditTxEdGztpP4W0IUpnQpp1sjHDSpzjDmzB-thz/s400/2015-11-08_00017.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt; &lt;/div&gt;
&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;u&gt;&lt;b&gt;2015:
A Panoply of Light, Fantasy and Interactivity&lt;/b&gt;&lt;/u&gt;&lt;/div&gt;
&lt;u&gt;&lt;b&gt;
&lt;/b&gt;&lt;/u&gt;
&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Two
Thousand and Fifteen will probably go down as one of the best years
for gaming of all time, in pretty much every regard that matters.
From cultural shifts, to fantastic triple A titles, to complete out
of nowhere smashes and some of the most wonderful explorations of a
fantastically deep medium, it felt like the ethos of Literary Gaming
was alive and well, and everything that is valued in an art form
going through a veritable renaissance is visible here. My best of
list has changed so extremely that my prospective list basically
looks nothing like the list I will have settled on by the time the
best of list comes out.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
It was
a year full of a ridiculous amount of games being made available,
with Steam in particular swelling and buckling under the weight of
releases at times. That is only a problem for a player who needs to
play every major release though, and just means you are spoiled for
choice for great games this year. It also means quite wonderfully
that nearly everyone&#39;s GOTY list will be completely and utterly
different.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The
seemed to show a medium unafraid of itself and its fractured
audience, which came to a head last year in tragic and ugly fashion.
While elements of that still existed as they unfortunately always
will, the general feeling about video games was far more focused on
the creative, the positive and when critical, things that can be done
to make games more for everyone (This is something we will definitely
do an Isometrics on). The power balance between consumer and
publisher seemed to shift in a far more positive way, albeit
reluctantly, and following some of the most anti-consumer decisions
and actions taken thus yet in the history of video games. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3J7ucd68lDI1U6mFr0cY4paDZQwh49TM2U16kvsckXGfzM9NTGMkhCidcAMH1396XD7k-__cS_BF-H47lN5fe0VsTXbzjTAcQHT1dybYP-S9m_4wwSLUgKSHzy_gsXztwgkir-kgKAicA/s1600/2015-10-14_00001.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3J7ucd68lDI1U6mFr0cY4paDZQwh49TM2U16kvsckXGfzM9NTGMkhCidcAMH1396XD7k-__cS_BF-H47lN5fe0VsTXbzjTAcQHT1dybYP-S9m_4wwSLUgKSHzy_gsXztwgkir-kgKAicA/s320/2015-10-14_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Pictured: Konami&#39;s Relationship with Hideo Kojima&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
In
terms of major events outside of game launches, there were a few that
spring to mind. The introduction of Steam Refunds was a great olive
branch, finally holding developers to account for making PC ports
that did not do the original game justice, and I have already seen
cases of games where an appalling launch was rectified soon
afterwards (and indeed some examples of that not happening where that
is the direct reason they made my worst of list). There was the
rather embarrassing fall of Atari into somewhat poor low-budget takes
on some of their best franchises, as well as the half-hilarious,
half-harrowing fall of (Fuc)Konami as a serious developer, the
fallout of which still seems to be landing after all this time.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
We also
had the true power of crowd funding being released this year, though
not always for the best. Along with the releases of some fantastic
games we saw successful pitches from top tier talent for example for
a new Banjo-Kazooie (Yooka-Laylee), a new Castlevania Symphony of the
Night (Bloodstained: Ritual of the Night), Shenmue 3, Psychonauts 2
and I&#39;m certain many others, along with other games from slightly
smaller studios really stepping up, like the heart-stopping IndieGoGo
for Indivisible. Along with this we did get some horror stories, like
the cancelled Yogsadventures, some of the issues with the otherwise
excellent Double Fine game Broken Age and the neverending launch
window for Mighty No 9, a game that seems to go from problem to
problem.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&amp;nbsp; &lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Add to
this the huge issues some major releases had, from the onslaught of
microtransactional elements in full price releases, the trend of paid
betas that triple A games seem to be doing a lot of, and the less
said of that utterly bollocks “Augment Your Preorder” stuff for
Deus Ex: Mankind Divided that was mercifully scrapped. There did seem
to be some pushback though that actually did some good.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkjHBwjPx8j-3ogiNSXh3VO_ZYL61wh_4-4HdJn0B-UkY8XNZJ4DvmOkuQ8ZLQb1mzwGJI6VEjgn23aabbpwIQuRKvWlfvQ2X764xLZruyi8fZYcUQShZtEZAm-ySoJXYL1Ml70dlAmZt6/s1600/2015-10-10_00001.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkjHBwjPx8j-3ogiNSXh3VO_ZYL61wh_4-4HdJn0B-UkY8XNZJ4DvmOkuQ8ZLQb1mzwGJI6VEjgn23aabbpwIQuRKvWlfvQ2X764xLZruyi8fZYcUQShZtEZAm-ySoJXYL1Ml70dlAmZt6/s320/2015-10-10_00001.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Kickstarter&#39;s influence led to an influx of amazing games.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
For me
personally it was a banner year, where I finally felt far more
confident about my writing and recording, was in a job I like with
the perfect blend of stability and an end date, so I had less anxiety
about the madness swirling around me, and actually had enough money
to buy major releases at or soon after launch. There&#39;s a lot of
oddities, and indeed a lot of games I still need to catch up on, but
I feel more in the loop than I ever have, and may this continue into
2016.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
On the
whole 2015 was far more good than bad, which does give me a bit of
unease as how long this can roll on for. With the disparity between
big budget games and the rest getting to ludicrous heights, it paints
an uncertain future for this truly diversely brilliant time in
gaming. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
2016
looks like it&#39;ll be pretty good so far though.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The
Isometrics Awards&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Once
again, it is time for the Isometrics Awards, which will take the form
of The Isometrics Worst Game of 2015, and The Isometrics Game of the
Year 2015. They&#39;ll be top ten lists, with some room for a shortlist
of course, and if I have time I&#39;ll try and actually have a list of
awards to go with it.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
I use
slightly odd criteria because I feel it&#39;s slightly fairer, so I&#39;ll
try and explain it a little bit more succinctly this year.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
For a
game to qualify for the Isometrics Awards it must:&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li&gt;&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Have
 been released to stores in (Including online retailers, Steam and
 Bricks and Mortar shops)&amp;nbsp;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkjHBwjPx8j-3ogiNSXh3VO_ZYL61wh_4-4HdJn0B-UkY8XNZJ4DvmOkuQ8ZLQb1mzwGJI6VEjgn23aabbpwIQuRKvWlfvQ2X764xLZruyi8fZYcUQShZtEZAm-ySoJXYL1Ml70dlAmZt6/s1600/2015-10-10_00001.jpg&quot; imageanchor=&quot;1&quot;&gt;&lt;/a&gt;in Europe between 1&lt;sup&gt;st&lt;/sup&gt; December
 2014 and 31&lt;sup&gt;st&lt;/sup&gt; December 2015. I give the extra month
 because I generally finalise my list in the middle of December so
 games released in December often get left out, which is a shame.
 Note: A game can only qualify for one year, so if I mentioned it
 last year it can&#39;t qualify this.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Be
 a completed game. Early Access, beta releases and the like do not
 qualify until they are done. Even if it&#39;s near complete or feature
 complete, it needs to “go gold” or it&#39;s out.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Be
 a full game. This is a grey area, but basically it means an
 expansion to a game that relies on the original does not qualify.
 Standalone expansions do however, if they are good enough to merit
 it.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Be
 a new game. No ports of very old games or remakes without
 substantial updates. Generally The Binding of Isaac Rebirth is the
 standard for what qualifies, so a new engine and new content.
 Exception: a port from a console to Steam can still qualify if it is
 within 12 months, just for timed exclusives or games which have a
 release cycle between systems.&lt;/div&gt;
&lt;/li&gt;
&lt;li&gt;&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Generally
 mobile and free to play games do not qualify, although there is no
 specific rule against them.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
In
 terms of judging criteria, ultimately it comes down to some
 subjective aspects, however I will do my best explain my
 justification. General rules of thumb is that a game that is bad
 that many people played is worse than a bad game no-one played, and
 that an actively hostile bad game is worse than a merely
 incompetently made game. The reverse is also true, a game that
 actively demonstrates imagination, daring and a literary sensibility
 will win out over a game that merely demonstrates technical
 competence, and also a great game for most is better than a game
 that is as good for less people.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm; text-indent: -0.64cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Hope
this all makes sense, it will in practise, and expect another update
with the Isometrics Worst Games of 2015!&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/2761300980840790736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-2015-panoply-of-light.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/2761300980840790736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/2761300980840790736'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2016/01/isometrics-awards-2015-panoply-of-light.html' title='Isometrics Awards 2015: A Panoply of Light, Fantasy and Interactivity'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1_sYYS4FjZgwbLJCzLFucjj10NOlVIzMvgdOwrmNcws9kFXozb4fmDR3wssOyRQYO_8S5zfBsf3a5NT9mS_3RGlesqoBA4efSEbqvMditTxEdGztpP4W0IUpnQpp1sjHDSpzjDmzB-thz/s72-c/2015-11-08_00017.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-172079730621599461</id><published>2015-08-01T14:00:00.000+01:00</published><updated>2015-08-01T14:00:07.018+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Armikrog"/><category scheme="http://www.blogger.com/atom/ns#" term="Critic"/><category scheme="http://www.blogger.com/atom/ns#" term="Feminism"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Literary"/><category scheme="http://www.blogger.com/atom/ns#" term="Point and Click Adventure"/><category scheme="http://www.blogger.com/atom/ns#" term="The Neverhood"/><category scheme="http://www.blogger.com/atom/ns#" term="Transphobia"/><title type='text'>Isometrics: With Armikrog, Can You Separate a Game From its Creator?</title><content type='html'>&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Welcome
to Isometrics, the clinically conflicted gander at the literary world
of computer and video games. We are but a few days away from the
release of Armikrog, the sequel in spirit to cult hit The Neverhood,
a fascinating odyssey in plasticine from the creator of Earthworm
Jim, and yet rather than unbridled joy, I&#39;m completely conflicted
with whether I should buy a game I know I will enjoy. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
“Why?!”
The dearest reader of this may well scream. “If you know you will
enjoy it, why not buy it and support a game you love?”&lt;/div&gt;
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The
problem of course is the author is Doug TenNepal, creator of The
Neverhood and Earthworm Jim, creating Armikrog after a very
successful Kickstarter from pretty much everyone other than myself
who played The Neverhood back in the day. See, I love Doug TenNepal
the artist. My adoration for The Neverhood basically created my
eternal love for FMV games, claymation, indie games, the surreal and
weird obscure games few people seem to have heard of (although enough
to crowd fund a sequel evidently).&lt;/div&gt;
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For the
uninitiated, The Neverhood was a 1996 point and click adventure in
the clay eponymous world, where you play as Klayman and have to find
the crown of the king Hoborg. This involved exploring the world of
the Neverhood, solving silly yet creative puzzles, endlessly
backtracking and collecting history disks, one of which was stored in
the longest corridor ever, which told the history of the Neverhood
universe in clay etchings and the slowest walk cycles ever. It&#39;s hard
to tell sometimes whether some of the dafter design decisions were
deliberate or simply the case of wanting to keep every frame of
animation made over an agonising year-long production. It is a game
that is hard not to see the love that went into it, and that adds a
charm that forgives some of its more fundamental flaws. The game was
packed in on an OEM bundle but even so it did not sell well, possibly
being a bit too out there even for the unbridled creativity that was
the mid 1990s gaming landscape. 
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Two
years later, its sequel, Skullmonkeys, followed pretty much the same
formula. Eschewing the point and click shenanigans for a full on side
scrolling platformer, the game was equal parts barmy and beautiful,
full of a lot of surreal, hilarious and innately charming moments.
These hilarious moments, like the beans scene and the awesome Bonus
Room song (basically the best reason to kill yourself on that one
level to collect every Swirly Q) were of course tempered by some iffy
game mechanics, and an absurdly high difficulty curve artificially
exacerbated by the fact there were only passwords and no save system
for a PS1 game in 1998. General consensus is that the Neverhood is a
better game, and I&#39;m not going to argue, however I suspect that some
individual scenes in Skullmonkeys are so funny they do bring the
whole game up, and make you want to play more to see the next bit of
slapstick. I did love it.&lt;/div&gt;
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So with
that, and the obvious and inexplicably gigantic success of Earthworm
Jim (seriously, only in 1995 could that game get a TV show), TenNapel
naturally released a terrible fighting game and disappeared from
video games to make comic books and flash cartoons based on Ape
Escape (this actually happened). But hey, he returned with a
massively successful Kickstarter in 2013, and Armikrog is set to be
released at the start of August.&lt;/div&gt;
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So why
am I so hesitant, I hear you cry? Well, TenNapel has said some very
interesting things in the interim period, things that certainly
colour the opinion of a creator. Things of a “I&#39;m not very fond of
gay people” fashion. Now, several commentators have brought in his
religious beliefs, being a Breibart-esque republican Christian, and
while there is a connection between his opinions and those of the
religious right, it seems somewhat hypocritical to tar all religious
folk with the same brush as the people he is tarring. There is a
fascinating article on the website Mostly Retro, which asks the
question “But if you’re not a homophobic, sexist bigot and you
still want to back Doug TenNapel, I have one question... [w]hat the
fuck is wrong with you?” 
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&lt;br /&gt;
James
Eldred&#39;s article, which is a really good read posits that final
support of a project made by someone with very questionable beliefs
is a tacit approval of said beliefs. How far does that go however?
Pencil Test Studios, the publisher and developer of Armikrog is more
than just Doug himself, surely you can support the studio and not
TenNapel personally? Perhaps technically, but that&#39;s not really the
point. He&#39;s writer, creator and designer of the game, his name is
tied directly to it and it is his creative vision. Even if that £20
(£25 for the deluxe edition) you pay for the game does not in fact
go straight into his bank account to buy more bigotry, it does serve
to define him as a creative asset, and every success justifies the
use of his name and his talent.&lt;/div&gt;
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Which
leads to the ultimate question, how connected is an artist&#39;s beliefs
and their art? The safe answer is that it clearly depends, between
different artists, different works even. In some cases even different
editions of the same work will receive edits to fit in with an
artist&#39;s new beliefs, Mary Shelley&#39;s Frankenstein being a particular
damaging example compared to the original work. We can think of many
artists who made a “religious” album of course, but these err
towards very general displays of worship, rather than particularly
contentious issues of a faith. In gaming it is even more difficult to
see, partly because of the long lead times and rather large teams
working on gaming ensuring the most controversial aspects of a belief
system are removed before release. TenNepal has never released a game
which explicitly is transphobic or misogynist or homophobic, and it
seems astonishingly unlikely that he would compromise or manipulate a
concept to fit something so alienating in. 
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So
far, we may not be able to separate a creator entirely from his game
(although of course New Theorists will argue that point with me), is
it possible that people can buy a game and support the studio, the
publisher and the creative part of an author without endorsing these
beliefs. I disagree with Mr Eldred on that aspect. You can enjoy John
Lennon&#39;s music and not endorse the fact he beat his wife, an act he
apologised and showed deep regret for before his death. You can enjoy
Muse without buying into Matt Bellamy&#39;s conspiracy theories. You can
even enjoy the game Shadow Complex, despite it being based loosely on
a book written by a homophobe hiding behind his Mormon beliefs to
justify his bigotry. In the end it is art, and whatever art you
choose to enjoy is your business.&lt;/div&gt;
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Just be
aware that your favourite games may be made by your least favourite
artists...&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/172079730621599461/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2015/08/isometrics-with-armikrog-can-you.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/172079730621599461'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/172079730621599461'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2015/08/isometrics-with-armikrog-can-you.html' title='Isometrics: With Armikrog, Can You Separate a Game From its Creator?'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-8585082912043652409</id><published>2015-07-22T16:00:00.000+01:00</published><updated>2015-07-22T17:48:18.662+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="borges"/><category scheme="http://www.blogger.com/atom/ns#" term="evoland"/><category scheme="http://www.blogger.com/atom/ns#" term="gaming"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Literary"/><category scheme="http://www.blogger.com/atom/ns#" term="reprint"/><category scheme="http://www.blogger.com/atom/ns#" term="RPGs"/><category scheme="http://www.blogger.com/atom/ns#" term="script"/><title type='text'>Isometrics: What Is Literary Gaming Anyway?</title><content type='html'>&lt;br /&gt;
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&lt;i&gt;After trying to get
around to it for so long, It is time to actually explain what on
earth it means to be “literary” about gaming...&lt;/i&gt;&lt;/div&gt;
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&lt;i&gt;Note: This Originally appeared on the website Geek Pride, and I will bring back a selection of my older articles and set up some form of archive. Most of my old articles are very much based on issues current at the time of writing, but this is really my statement of principles on what I feel Literary Gaming is.&amp;nbsp;I will try and get a new article done by the weekend, this is just a stopgap because work has gotten busy the last few day&lt;/i&gt;&lt;i&gt;s. In the meantime, hope you enjoy! &lt;/i&gt;&lt;i&gt; &lt;/i&gt;&lt;/div&gt;
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Welcome to Isometrics, a
magnanimous meta-commentary on the synapse-sparking literary world of
computer and video games. I have been
doing these Isometrics blogs for a while now, and the response has been really rather
nice. I&#39;ve had a little feedback, suggestions and probably a better
proof-reading team than most politician, and most importantly to me
got people to think about these issues and ideas in gaming that they
hadn&#39;t before, and for all that I couldn&#39;t be more thankful.&lt;/div&gt;
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Clearly bogus and
overwrought pandering aside, there is a point to this, because I kind
of have some unfinished business. You see, while I spent the last few
weeks talking about Twitterfalls and Grand Theft Auto and games so
bad they&#39;re brilliant while talking about the aliterative appeal of
literary gaming, I&#39;ve not actually explained what on earth I mean by
that phrase. 
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“Literary Gaming”?
Isn&#39;t that a contradiction in terms? You can&#39;t game with a book,
after all. Or can you? I think it&#39;s time to settle once and for all
what this blog is about – with some video game examples too!&lt;/div&gt;
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I think the problem is
that “Literature” outside of academic circles has a very concrete
definition. It has to do with books, specifically, high culture high
quality ones. For that matter, the subculture of gaming has a very
ludocentric definition; it is the playing of games that matters and
anything outside of that is considered ancillary. So by these
definitions, “literary gaming” makes absolutely no sense, even
less so then gaming literature.&lt;/div&gt;
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It is at this point I end
up going into dissertation mode and lose a lot of readers.&lt;/div&gt;
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First of all, in the true
literary critic spirit of being massively pedantic about everything,
including definitions, the definition of literature is “written
works”. This does not actually exclude video games, or indeed most
art. I will spare you my long digressions into etymology (this
time!), but suffice to say a written work can include a theatrical
production, a film, a comic or even a video game.&lt;/div&gt;
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Part of the reason for
this is that all these works have written scripts of some kind,
something that is doubled for a video game (a narrative script and
the game code, itself a form of written script), but that&#39;s not
entirely the reason. Writing is composition, it is an act of
creation, of using a language for a particular purpose. There is
nothing to say that this language may necessarily be a printed
script, it may well be evocative drawings, vocal evocations, body
language, framing, tone, timbre, musical composition, even a reliance
on the audience filling in the blanks. 
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Gaming, despite the
vernacular, isn&#39;t necessarily about playing a simple game, about
interacting with a set of rules to reach a determined outcome. Gaming
is about interaction, about experiencing a world, a universe, a story
in a way personal (either in subtle or significant ways) to the
individual player/reader. It can be about both rules and experience,
and it can be about neither, such is the nature of video games. They
are in theory all code but this code can be used to create very
different effects, like a blank canvas on which anything from tax
documents to works of abstract majestic art can be created.&lt;/div&gt;
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The act of gaming,
particularly in a game with a story is to fill in deliberately left
blanks, like a version of mad-libs with a physics engine. Consider a
game like Mass Effect for example, a great science fiction epic tale
(one I&#39;ve mentioned two weeks in a row!), that makes perfectly clear
that you are interacting in the narrative, and that your actions
within the game&#39;s universe have consequences, some more far reaching
than even the game designers realised at first. These things are true
of most games, to greater or lesser effect. Pong, for example allows
your actions to affect the narrative of getting the score to 21 with
the consequence being the end of the game.&lt;/div&gt;
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And therein lies the way
in which the two can coexist. If literature is just writing and
gaming is just interaction, than both can easily coexist, given that
by this level of abstraction the act of reading is gaming. This
obviously is useless to us though, so a different tactic is needed.
One that will tragically remove Pong from our venerable list of
literary games.&lt;/div&gt;
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For centuries Literature
has concerned itself with the fundamental question of what it is,
which has in itself created an incredibly vibrant array of different
works, each addressing that question with different frameworks,
levels of intensity and outcomes. This tradition has spread to video
games, with a lot of games focused self-reflexively on the history of
the medium, but also on evolution and progression. One of my
favourite games last year was a little indie title called Evoland,
which told the technical history of the RPG through the medium of an
RPG, each treasure chest opened being a  new feature that radically
altered and added to the game&#39;s world. And of course on top of that
you have games like the sensational Papers, Please, a game which
demonstrates more powerfully than most the ways in which a game can
craft a very unique literary experience. Many great works of fiction
have been about dystopian areas and corruption, but Papers, Please
took you through the experience of fear, and poverty and destitution
and the inevitable corruption that follows is a choice of the player
that is never actually made explicit. I won&#39;t talk any more about
either of these games because I feel there is definitely enough to
write full articles.&lt;/div&gt;
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To point out, a game does
not necessarily have to be literary to be of high or worthy quality
in order to be good or enjoyable. Literary gaming as an idea, or a
descriptor (for lack of a better word), isn&#39;t necessarily a barometer
of quality. Many terrible books are still literature, and many
terrible works are still art. What sets them apart is that literary
games can be explored in frameworks similar to ones used in
literature, and given the broad schools of thought within the
literary world, far more games are included than excluded, and I
focus on games with interesting points, not just games of high
quality.&lt;/div&gt;
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To sum up, literary gaming
as a concept is an exploration of games as a unique medium for
telling stories and presenting experiences, through combinations of
narrative, interaction and art. It is a reaction to the increasing
criticism among mechanics focused game players that games have to be
games first, art second and literature never. It is a celebration of
games that explore that particularly strange relationship that the
reader and the writer have, unique to any other artistic medium in
history. It is a particular focus and school of thought that does
justice to an art form, a literary form that can provide experiences,
tell stories and evoke theme, ideology and metaphor in a way never
seen before.&lt;/div&gt;
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It is a celebration of
video games, video gaming and the great authorial figures behind it.&lt;/div&gt;
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&lt;i&gt;What is your take? Was
my defence spirited or ludicrous? Are games literary? Was this
entirely necessary and could I have talked about anything else this
week? Drop me a line in the comments before, on the facebook group or
on twitter, @HuggyDave. Using the hashtag #isometrics will do
nothing, but make a kitten smile. See you next month for a very
special Isometrics! Thanks for reading!&lt;/i&gt;&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/8585082912043652409/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2015/07/isometrics-what-is-literary-gaming.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8585082912043652409'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8585082912043652409'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2015/07/isometrics-what-is-literary-gaming.html' title='Isometrics: What Is Literary Gaming Anyway?'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-7405309626989051840</id><published>2015-07-15T15:00:00.000+01:00</published><updated>2015-07-15T15:00:00.249+01:00</updated><title type='text'>Isometrics: Does Violence Really Beget Violence? A Response to Michaël Samyn   </title><content type='html'>&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;i&gt;DISCLAIMER: This is very long, and really can be summed up with &quot;This article is wrong&quot;, but I had a lot to say about this topic. This isn&#39;t the Isometrics article for the week, that will come on Friday and be significantly more optimistic in tone. In the meantime, enjoy me spending 3500 words arguing about a 600 word thinkpiece!&lt;/i&gt;&lt;/div&gt;
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Hello,
welcome to Isometrics, the oddly confrontational gaze at the literary
world of computer and video games. My general philosophy of doing
long form writing is that it is primarily about informing,
explaining, introducing and expressing a love for the wider world of
video games, hoping to try and make the reader think about the games
they play. That way players will appreciate them more. I end up
slipping into current affairs too, but usually as the framework for a
literary idea, and I don&#39;t ordinarily respond to other writers.
However,&lt;a href=&quot;http://tlo.tl/ms/&quot; target=&quot;_blank&quot;&gt; what Michaël Samyn, co-founder of independent games companyTale of Tales brings up&lt;/a&gt; very much merits serious discussion, and I
feel a full response would not only stop a lot of the misconceptions
of more controversial aspects of his article, but also very much keep
in line with Isometrics&#39; aims to focus on gaming as an art and
literary form at the same level as older more established ones.&lt;/div&gt;
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To
offer the slightest scrap of context, Tale of Tales was a company
that specialised in very unique games, generally short mood pieces
where the key was peace, exploration and the experience and
subtleties of the game being their own reward. Their 2009 game The
Path was arguably the best example of this working well. There is a
stated goal, follow the path, and if you do you will complete the
game in about three minutes. However straying away from the path
leads to a very interesting, disorienting, dark and melancholic
piece. They also had moving experiences like The Graveyard, a very
short game about an elderly woman walking through a graveyard to a
bench. 
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That&#39;s
the entire game.&lt;/div&gt;
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The
difference between the demo and the full version was whether the lady
died or not, which sums up in a nutshell what Tale of Tales were
trying to achieve. They wanted to create games that could not be
summed up by two people the same way and were experienced and thought
of differently depending on how willing a player was to operate and
interact with the game not just via player input but inner thought.
They were thought provoking, interesting as much in concept as in
execution, unique for their time (while art games obviously existed
before Tale of Tales, they did not quite attempt the same things) and
surprisingly influential on the latest wave of literary game
developers, such as The Astronauts (The Vanishing of Ethan Carter),
The Fulbright Company (Gone Home) and thechineseroom (Dear Esther,
Amnesia: A Machine For Pigs).&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
What
they were not was successful.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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While
their aspirations were laudable, they were ultimately missed by the
wider gaming community. Their latest effort, the “Gamer-friendly”
Sunset, sold 4000 copies, in part because the advertising was so
terrible for it I did not hear about it until the day I decided to
start this article. In the end though, while financial success is
kind of needed to pay those bills that Kickstarter cannot fill, a
game should not be judged on sales, and at some point I will hope to
cover it.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
In the
meantime, Tale of Tales closed down and Samyn started a Patreon to
create a blog about video games, which is certainly interesting from
a designer&#39;s perspective, and the first major article to come out of
this endeavour is entitled “Violence Begets Violence”. I
apologise that this is generally regarded as bad form in academia,
but the best way to cover this and not miss any points is to go
paragraph by paragraph, so please click the link and read along will
you?&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The
first paragraph is just setting his intentions to look at the
“gigantic elephant in the tiny games room.” Now I am already in
two minds about this. What he is referring to of course is the
gigantic, medium altering, centre of academic gaming thought which is
the issue of violence and gaming. He will get into more specific
points later but the notion of this as a colossal entity dwarfing the
gaming industry is a fitting metaphor in the sense that violence is
an issue bigger than pretty much anything in life itself since it
concerns the destruction of life, however we will see going forward
that this is somewhat unintentional.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
“A
Peaceful Oasis” begins the first part, and covers the concept of
Tale of Tales&#39; first game, The Endless Forest. TEF was a MMO game
where you played as a deer with a human face and explored a forest
while interacting non-verbally with other players, identified via
pictogram. At one&#39;s most generous, it could be described as a
deconstruction of the goal-orientated, text heavy, chat heavy
complicated MMORPGs which would begin to peak in 2005 with the first
few expansion packs of World of Warcraft. As Samya recalls “[t]o
avoid behavior &lt;i&gt;(sic)&lt;/i&gt; that wouldn’t fit our fantasy we
decided not to include combat, competition or even chat. As a result
The Endless Forest offers a relaxing experience of friendly contact
between complete strangers.” The intent was for it to be a living
virtual piece of performance art but there was too much stripped out
to make that particularly special.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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It
continues to claim that the community of the game is a “haven for
all.” The issue with this halcyon vision of course is there has
been situations where neither the game nor the actions of Samya and
Auriea Harvey lived up to the peaceful ambitions. When members of the
SomethingAwful forums started playing the game (and bleating
forever), this led to one of the most bizarre conflicts between an
army of deer who wouldn&#39;t shut up and the rulers of this virtual
dominion, who destroyed everything and managed to end the Endless
Forest, at least temporarily. This entirely baffling scenario does
undermine the claim that TEF did not contain “violent interactions”
and the atmosphere of friendliness did involve calling other players
“penis fawns” and wishing their deer had machine guns so they
could kill said phallic baby deer.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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There
is a point to this reminiscence about a ten year old MMO about
nothing, and problems begin to emerge in their argumentation in what
is appropriately enough called “A rough environment”. They
explain TEF as a reactionary game against the bullying and harassment
redolent in gaming communities, which is interesting given that the
TEF community and Samya themselves are guilty of this. This then
leads to first an implication of the connection between violent games
and violent actions which lead to direct accusations of said
connection. I will try to avoid belabouring the point about
hypocrisy, and instead discuss the question of whether all trolls
play Hatred and Call of Duty and all manner of MurderDeathKill-em-ups
(except of course MDK 1 and 2. The swines!) that is clearly the
thrust of their argument. One would suggest the burden of evidence is
on the writer to prove that gaming trolls and bullies all even play
those kinds of games before we even get to the point of discussing
cultivation theory! 
&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
There
is also, and admittedly this will sound like nitpicking but is a
valid point, not a terribly clear definition of what violence they
object to and where they draw the line. Their objection is stated as
“antagonistic, aggressively competitive glorifications of violence
and gore” which is mildly more helpful, however by this logic Super
Meat Boy counts. Think about it, it&#39;s aggressively competitive, if
you&#39;re trying to beat a friend&#39;s time it&#39;s antagonistic and it
glorifies violence and gore by making it really cute! Often you can
get away without important distinctions because the nature of the
discussion makes it obvious. As much as I disagreed with the Target
Australia view of Grand Theft Auto V, they at least made it clear the
issues they had with the game, and why they felt it had to be removed
from store shelves.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Now we
have had some discussions, minor implications and explorations of
alternative ways to make games, regardless of the result of said
experiments. However paragraph five is basically where any cogent
arguments are lost entirely. “We don’t need theories about the
correlation between violent games and violent behavior.” Samya
cries defiantly from within a homemade sand bunker.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Um, not
to nitpick, but the claim you just made is in fact a theory. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Lexical
nitpicking aside, there are several theories that have been applied
to violent video games. The initial appeal of cultivation theory (the
idea that behaviours learned from consistent and lengthy exposure to
depictions of said behaviours mean children will internalise them,
generally used to explore the issue of Power Rangers and it&#39;s
“violence is always the answer” attitude early on) was that it
provided a way to look at gaming as it related to its influences.
These days there are more refined theories based around active
viewing and catharsis which suggest that violent gaming has no or a
positive reaction on player&#39;s behaviour. 
(&lt;a href=&quot;http://gamepolitics.com/2014/06/27/research-bad-behavior-games-can-lead-pro-social-behavior-real-life#.VZ8IxvmZJYo&quot;&gt;http://gamepolitics.com/2014/06/27/research-bad-behavior-games-can-lead-pro-social-behavior-real-life#.VZ8IxvmZJYo&lt;/a&gt;)
(&lt;a href=&quot;http://gamepolitics.com/2015/04/16/university-missouri-researchers-find-violent-video-games-do-not-cause-aggression-adults-a&quot;&gt;http://gamepolitics.com/2015/04/16/university-missouri-researchers-find-violent-video-games-do-not-cause-aggression-adults-a&lt;/a&gt;)
(&lt;a href=&quot;http://gamepolitics.com/2014/11/05/research-no-correlation-between-violent-media-consumption-and-societal-violence&quot;&gt;http://gamepolitics.com/2014/11/05/research-no-correlation-between-violent-media-consumption-and-societal-violence&lt;/a&gt;).
While there isn&#39;t a complete consensus yet to acquit violent media
(in part because no research body seems to have found a consensus for
doing such a test), to dismiss all of that so bullishly is the
pseudoacademic equivalent of sticking your fingers in your ears and
screaming that you can&#39;t hear anything. Except more arrogant.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The
paragraph of course doubles down on this and argues that not only is
the issue of whether violent games influence or violent people flock
to violent games is irrelevant, but that “[a]nyone who has ever
been attacked by a gamer lynch party knows that a certain number of
people who play antagonistic and violent games are aggressive,
intolerant, reactionary, misogynist, and so on.” I have many
problems with this, but what tops the bill must be that classic
weaselly appeal to common knowledge to support a rhetoric that in
practice means nothing. It&#39;s very much true that a “certain number”
of people who play violent games are all those nasty things, but at
the same time, a “certain number” of said aggressive, intolerant
reactionary misogynist hamburger eating monsters do pretty much
anything on earth, because a “certain number” is a completely
meaningless term. They could be breathing, listening to indie folk,
working in an office, playing games where they play as creepy deer
then threaten to shoot people who moo. It&#39;s the worst, most dangerous
kind of rhetoric, because it presents something completely normal as
a shocking, horrible thing caused by one specific thing. It&#39;s the
literary equivalent of those “CONTAINS VITAMINS AND CALCIUM”
stickers you see on health bars.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Lynch
mobs suck, especially on the internet, since the fear is of how far
it will infect and corrode the rest of your life. The people who&#39;ve
been forced to travel with full security teams to engagements because
of bomb, gas and other threats on their lives are utterly utterly
abominable. It is also fair to say they do not represent all, or even
a large amount of video game players. Even so, perhaps this is just a
call to avoid overt glorification. Some games like the mildly
reprehensible Hatred toe the line between satirically violent and
meaning everything they say, and the outcry, while ultimately going
too far in getting the game banned, did open a debate about the exact
concern people have with violence in gaming and when it moves beyond
red pixels animating over a polygonal model that looks like a person
and into behaviour that is more concerning. There is a debate to be
had and maybe it is ironically enough a passionate plea for diversity
in game design that errs too aggressively.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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I
thought this right up until I read the next paragraph.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
“Hypocritical
industry” begins by accusing the game industry of creating the
horrible violence obsessed players for profit. In pretty much those
words:&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
“The
game industry actively breeds a group of belligerent hooligans for
profit.”&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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There
is so much to unpackage in that single sentence that it is to a
degree absurd. First of all, this goes beyond cultivation theory,
this accuses mainstream Triple A developers of brainwashing and
creating actively hostile, negative groups of gamers to make money.
There are plenty of horrible things the industry has done, including
the removal of a sexual relationship for Nilin in Dontnod&#39;s
fascinating flop Remember Me because it would allegedly scare male
gamers to play a sexually active woman. There was also the removal of
Elizabeth from Bioshock Infinite boxes because the manly man&#39;s cover
apparently focus tested better. Also, lest we forget the utterly
appalling things said by the project manager of the 2013 remake of
Tomb Raider, including that Lara would be nearly raped and that the
game is designed to make the player want to coddle and protect her.
At the same time however, it is one thing to accuse the game of
pandering to a particular audience and quite another to say they
breed a particularly hostile one. He goes on to say that it creates a
vicious cycle of only violent games selling and being made, a claim
that is only credible if you take a very loose definition of violence
in games. Would Mario Kart 8 for example, a cutesely fun Kart Racer
where you can throw turtle shells at mushrooms be violent for
example? Or Hearthstone, an incredibly popular and successful (albeit
free to play) game? What about games where the intent is to avoid
violence like Thief? Even if we focus on multiplayer games where
would the Squid/Kid-based Ink-em-up Splatoon fit? How about Elite
Dangerous, a game where you can choose to be completely pacifist? The
point is that this is a gigantic claim that hasn&#39;t been quantified so
we don&#39;t even know if it is true. 
&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
This
isn&#39;t helped by the next paragraph which accuses the game industry of
hypocrisy if game devs “produce and support entertainment where the
killing or wounding of others is central to the amusement.” In a
situation like this, where would a game which uses violent action to
completely deconstruct the narrative of violent war games fit in
this? Because some games do indeed use graphic violence to make
particular points such as Spec Ops: The Line, one of the greatest
examples of storytelling in video games. Speaking of great literary
adaptations,  I Have No Mouth and I Must Scream was an intensely
gory, horrid, disturbing game, but it used every element of its
nightmarish atmosphere and events to make particularly interesting
points about the human condition, particularly the human condition in
crisis. I would not necessarily describe them as “entertainment
where the killing or wounding of others is central to the &lt;i&gt;amusement
&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;(emphasis mine)&lt;/span&gt;&lt;i&gt;.&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;”
per se, however they are absolutely vital to the narrative, themes
and metaphors being expressed. &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;To
remove the violence in those games would remove the entire central
point of those games.  And yet, despite that, these games read as
distinctly pacifist, or at least discretionary in terms of violen&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;t
content. They are art pieces that use violence as a vital element of
their subject matter &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;and to
argue these games are creating a culture of culturally-shut out
violent sociopaths is completely missing the point and advocating for
an incredibly dangerous precedent of censorship: one I would not
expect from the developer of The Path.&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;S&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;amyn
does at least note that this probably is not meant to be malicious,
despite the particularly hostile wording of the initial claim,
however, comparing violent media to weaponry is&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;
&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;such false &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;equivalence&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;
it is difficult to come up with an &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;appropriate
comparison to make. It is like comparing reading a cookbook to eating
lunch, in that it is at best tangentially related to any given
violent act. Violent media does depict violence, that is a kind of
truism, but there are&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt; so many
steps that go in between a particularly abstract depiction of a
violent act and committing a violent act oneself. Samyn follows the
standard Thompsonian/Whitehousian argument that a violent game is
worse than a violent film because you actually take part in the
violence yourself, but at the same time I&#39;d argue the opposite,
because the &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;violence would
enacts in video games requires inputs far removed from video games. &lt;/span&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;The
final part “We can do better” is difficult to comment on without
getting very angry at its patronising, reductionist assumptions about
video gamers. However, it is hard to argue about introducing more
gamers to games that showcase a beauty in life, a beauty of
interaction, of the world, of relationships, of peac&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;e.
That is very true, and the best start to this sort of dialogue is not
to make the assumption your audience is sociopathic. The second step
is to make good games with these regards in mind.&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;The
problem with a lot of Tale of Tales games was that they were
intentionally niche in design, which mean they were often
inpenetrable and difficult to play conventionally on purpose. This
includes Sunset, their self proclaimed “gamer friendly” game,
&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;which wasn&#39;t the easiest
thing&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;. &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;I
can think of many great games that are both fun to play and present
interesting messages about peace, tolerance, respect and other
positive themes. Nintendo seems to be very good about creating these
sorts of games with interesting ideas, &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;although
generally they don&#39;t aim for particularly deep meaningful things.
There is also the incredibly gorgeous Toren, although that does have
sword play at times. &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;We are
in the midst of a Kickstarter-powered adventure game boom, Minecraft
is still one of the most successful games of all time&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;
and that provides so many messages about the importance of
observation, the beauty of simplicity and punching trees to collect
wood. &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;A bit more of an
obscure example, Soleil teaches tolerance and respect, through a
deconstruction of the hero&#39;s journey. &lt;/span&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;There
are certain loaded terms that cannot be used in the gaming community
without ridicule, and one of them is “Murder Simulator.” &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;It
is a phrase that has a lot of baggage, needless to say, and I don&#39;t
recall being used unironically for almost a decade by this point. For
younger gamers and those without memories that long, Murder Simulator
was a catchphrase used by disbarred Florida lawyer, anti-games
advocate and one time GamerGate supporter Jack Thompson, basically
implying that games actively teach people to kill. It was hilarious,
partly because it was an idea that only made sense if you didn&#39;t
think about it at all, partly because Jack Thompson was such a
cartoon villain of gaming culture but mostly because anyone who has
played a “simulator” game knows that they &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;generally
aren&#39;t programmed well enough to be realistic.&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;
We also have a problem once again with criteria, which was Thompson&#39;s
issue as well. Thompson&#39;s targets were typically limited to whichever
Rockstar game was out that particular month however Samyn doesn&#39;t
seem to be very clear with which games are objectionable.&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;The
problem with a lot of this article is that it read&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;s
&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;like sour grapes. It is
arguably better documented that Sunset was a failure than the game
was even advertised, &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;and due
to the strong pacifist tones of many of Tale of Tales&#39; games, &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;it
is easy to scapegoat their failure as a hunger for violent media
brought upon by those &lt;/span&gt;&lt;i&gt;eeeeevil&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;
major developers and their money and enjoyable games. &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;I
do believe it is completely petty and untoward to accuse game
developers of &lt;/span&gt;&lt;i&gt;criminal negl&lt;/i&gt;&lt;i&gt;igence vis á vis
wrongful death&lt;/i&gt;&lt;span style=&quot;font-style: normal;&quot;&gt; by choosing to
make violent media. &lt;/span&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;span style=&quot;font-style: normal;&quot;&gt;It
is one thing to find a game like Hatred problematic due to its
somewhat questionable depiction of a&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;n
anti-heroic&lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt; spree killer, &lt;/span&gt;&lt;span style=&quot;font-style: normal;&quot;&gt;or
GTA V&#39;s torture scene to be unnecessary in context despite the
establishment of your protagonist as a sadistic psychopath. An open
debate showcases that there are many ways to create games and how it
can progress in all sorts of directions to be even more fun and
explore ever deeper themes, and how games can tackle difficult
subjects in tactful emotive ways. &lt;/span&gt;
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;font-style: normal; line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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It is quite sad reading this, seeing someone with interesting though
not perfect ideas be so bitter and blinded by purpose, unaware that
the issues surrounding gaming&#39;s culture are not merely found within
but outside of the games we play. Samyn is absolutely right in that
we can be better, and honestly reading this made me feel like I do
need to keep writing Isometrics, to showcase a gaming world where
this is indeed the case, albeit not always to major critical or
commercial success.&lt;/div&gt;
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I just hope Mr Samyn also opts to channel this apprehension
positively as well.&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/7405309626989051840/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2015/07/isometrics-does-violence-really-beget.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7405309626989051840'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7405309626989051840'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2015/07/isometrics-does-violence-really-beget.html' title='Isometrics: Does Violence Really Beget Violence? A Response to Michaël Samyn   '/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-3755620515856844043</id><published>2015-07-08T18:00:00.000+01:00</published><updated>2015-07-08T18:00:01.698+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Auteur"/><category scheme="http://www.blogger.com/atom/ns#" term="Clinkening"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Kojima"/><category scheme="http://www.blogger.com/atom/ns#" term="Metal Gear Solid"/><category scheme="http://www.blogger.com/atom/ns#" term="Miyamoto"/><category scheme="http://www.blogger.com/atom/ns#" term="Molyneux"/><category scheme="http://www.blogger.com/atom/ns#" term="Suzuki"/><category scheme="http://www.blogger.com/atom/ns#" term="Williams"/><category scheme="http://www.blogger.com/atom/ns#" term="Wright"/><title type='text'>Isometrics: Is There Such a Thing as a Gaming Auteur?</title><content type='html'>

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&lt;i&gt;Auteurs:
the great powerful entities of the cinematic world, and a theory
about how the authorship of a work goes beyond the written word. But
does this idea of great artists uniting a team under a singular
vision gel with the technical nature of video games? David Rose
investigates...&lt;/i&gt;&lt;/div&gt;
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Welcome
to Isometrics, the long-dormant look at the literary world of
computer and video games. Currently we&#39;re in a fairly interesting
world of gaming, with lots of interesting news, but right now I want
to talk about the Auteur theory. So while there&#39;s plenty to talk
about with regards to commercial ethics, Steam Refunds, major
releases being so buggy on launch they were recalled from entire
platforms and the next wave of great Kickstarter games, for now we
are going to discuss something that closely approximates literary
criticism.&lt;/div&gt;
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The
Auteur Theory, commonly attributed to François Truffaut and the
writers of the French periodical Cahiers du Cinéma (Literally
translating to “Notebooks on Cinema”), primarily concerns itself
with the notion of creation or authorship in a film. Unlike a work of
fiction or even a scripted theatrical piece, where there is a clear
author and often therefore a person (or small group of people)  to
ascribe particular stylistic, narrative, metaphorical and other
literary quirks to, a film is usually a massive undertaking with a
team of dozens, sometimes hundreds working to bring a project to
fruition. In that sheer sea of humanity, who is the author? And given
the multiple forms the language of cinema takes (photography,
performance, framing along with the narrative content of the script),
what does it mean to be the creator? This is simplifying, but the
Auteur in cinema is the driving creative force, which in many cases
is a role the director shoulders. A good director, so it is argued by
proponents, unifies the creative process, and ultimately creates a
film which has the particular fingerprint of that director.&lt;/div&gt;
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Segue
into the world of film aside, what does this have to do with video
games that have evolved from the FMV watchathons of the 1990s? Well
video games, much like films fall into that difficult critical
territory of being designed by a large swathes of very creative
people, and so can any one person really claim to be the captain of a
creative vessel, steering the concept through his vision? Besides,
given that the main artistic disciplines are so diverse and
multi-stranded (A single author must ensure that gameplay, art
assets, narrative, music and enough technical capabilities to put
them all together work to create a unified whole).&lt;/div&gt;
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Now
before we go any further, I&#39;m not necessarily talking about one man
projects, or even projects with teams you can count on one hand,
since the author of a one man project is pretty self-evident. The
main interrogative thread is that, given the spate of incredibly
successful kickstarters by famous video game developers, what the
meaning is, if any, of a by-line in a video game. Is it simple
marketing, or is there something to be said for the ability of a
single artist who can bring these assets together? The best place to
start is probably the most obvious.&lt;/div&gt;
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Hideo
Kojima is a name that either you are familiar with, or you haven&#39;t
played enough games. The ace game designer at Konami and a man who
revolutionised gaming in countless ways through game of the year
after game of the year after game of the century. He&#39;s probably one
of the easiest examples of gaming auteur to show in many ways, in
part because his style owes at least a little to fellow auteur
Quentin Tarrentino. His works are unashamedly postmodern: built on
medium bending, genre manipulation and using that fragile nature of
the game&#39;s reality as a powerful tool. There is a distinct style to
his work, and that is what makes a game instantly recognisable as
his, despite massive differences in game engines, technical
sophistication, gameplay genre, setting, mood, atmosphere and even
intent. Pretty much every game he&#39;s been involved him has some kind
of fingerprint, from the metafictional construct of PT, through the
bizarre and highly innovative solutions redolent in games like
Snatcher to the delightfully literal solution to the insular nature
of gaming found in Boktai.&lt;/div&gt;
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Kojima
is a very obvious case, and were the accusation that he desires to
make films more than games actually to come to pass, he would
probably be considered an auteur in that as well. But gaming doesn&#39;t
quite play as simple a game as that, and a designer/director/project
lead can show his/her influence in other ways. Roberta Williams&#39;
uncompromising attitude manifests very clearly not merely in the
brutal and often sadistic levels of death her poor players suffer
when playing any given King&#39;s Quest, but through a diverse legacy of
adventure games that pushed the genre to new heights commercially,
creatively and technologically. 
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On a
similar note, Shigeru Miyamoto&#39;s fervered belief in “kyokan”
(literally “feel-one” but generally refers to empathetic research
based around emotional connections) is the emotional heart that
Nintendo built its empire around and shows in an astoundingly diverse
body of work and his influence will likely live forever in developers
he has influenced.&lt;/div&gt;
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The
ever-controversial Peter Molyneux certainly counts as well, with his
particular focus being the interaction between the player and the
world in which they interact, which manifests in his god games
(Populous, Black and White, Godus), his devil games (Dungeon Keeper),
is paid particular focus in the Fable series with somewhat mixed
results,  and even his odd management sims like Theme Hospital. His
incredible habit of overpromising on his games sheds even further
light into this particular theme.&lt;/div&gt;
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Finally,
there is Kenji Eno, the force behind WARP software, and as
interesting as he was when I covered all his US-released games. His
distinct desire to not play by the standard rules and conventions of
video games and his theories about the future of virtual media led to
concepts like the virtual actor, games trying to be films to the
point that they have a film-like length, games with invisible
monsters and basically every single bizarre thing about D2 that
wasn&#39;t a direct homage to Hideo Kojima.&lt;/div&gt;
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So a
gaming auteur (what&#39;s even the word? A Gáuteur?) can come from many
different disciplines and bring a style in different ways. The key to
each of these examples, as well as the other (Yu Suzuki, Suda51,
Swery65) gaming auteurs out there is that they bring a style, a
distinct vision and their own quirks that for better and worse
identify them as the driving force behind a particular game. I could
probably write a somewhat hefty book if I tried to cover every single
gáuteur out there, but here&#39;s a small taster of how the Auteur
theory applies to gaming, something we will cover in greater detail
once I start showcasing the more literary examples mentioned here,
along with a bunch of other crazy theories. 
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This
doesn&#39;t mean of course that the rest of the team don&#39;t matter. Far
from it, team management ultimately is the most important weapon in
any auteur&#39;s arsenal, and it is even more important in gaming with
the incredible amount of dependent artistic and technological parts
to games. To answer the question more directly if the fact I&#39;m trying
to come up with pretentious words doesn&#39;t provide enough clarity:
Yes, there absolutely is such a thing as a gaming auteur, and the
fact that these authorial developers are influential, important and
design incredible games in most if not every genre is a rather large
smoking gun in any argument that games are a thriving art form.&lt;/div&gt;
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All the
people who bought Metal Gear Solid can&#39;t be wrong...&lt;/div&gt;
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&lt;i&gt;Hello
there. Many thanks for reading Isometrics. It&#39;s been months since
I&#39;ve had the time and the opportunity to really get back into writing
articles about something I love so much in an academic manner. The
plan is to do an article a week at first, being put up on a
Wednesday, though that may increase if I have time, and I may do some
special articles concerning particular issues. The plan is not to
cover as many current events and instead focus on gaming&#39;s place in
wider literary debates. Hope you enjoy, and if you have questions,
thoughts or names of Auteurs I missed (I didn&#39;t even name ten, and
didn&#39;t even mention Geoff Crammond or Will Wright), feel free to drop
me a line on Twitter @HuggyDave, in a comment below or on Facebook
(look up David Rose – Writer).&lt;/i&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/3755620515856844043/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2015/07/isometics-gaming-auteur.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/3755620515856844043'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/3755620515856844043'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2015/07/isometics-gaming-auteur.html' title='Isometrics: Is There Such a Thing as a Gaming Auteur?'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-1592689294540288197</id><published>2015-01-01T12:00:00.000+00:00</published><updated>2015-01-01T13:47:41.786+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2014"/><category scheme="http://www.blogger.com/atom/ns#" term="awesome"/><category scheme="http://www.blogger.com/atom/ns#" term="best"/><category scheme="http://www.blogger.com/atom/ns#" term="games"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="MGSV"/><category scheme="http://www.blogger.com/atom/ns#" term="top"/><category scheme="http://www.blogger.com/atom/ns#" term="Transistor"/><title type='text'>Isometrics Game of the Year: The Top Eight Games this Year</title><content type='html'>&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm; text-decoration: none;&quot;&gt;
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2014 was a rather interesting year of near misses and near
brilliance, ruined by inexperience with new hardware or incompetence
with porting. However despite this there were some truly brilliant
games, and so I had to trim my shortlist a lot to get to my top eight
best games this year.&lt;/div&gt;
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Again, as with the worst games list, the games had to be released
between 1&lt;sup&gt;st&lt;/sup&gt; December 2013 and 31&lt;sup&gt;st&lt;/sup&gt; December
2014, cannot be freemium games, and remakes are allowed if they
change enough stuff to almost be considered a game distinct from the
original. The first release of a game in English also applies here.
No beta or early access games here, which basically wiped off a good
chunk of my shortlist.&lt;/div&gt;
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In the end though, this is my shortlist, and I&#39;ll do my best to
explain where the rankings come from.&lt;/div&gt;
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Here goes!&lt;/div&gt;
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8: Metal Gear Solid V: Ground Zeroes (Konami: PC/PS3/PS4/X360/XONE)&lt;/div&gt;
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This was a game I really hoped they wouldn&#39;t screw up, but in a few
ways it did so let me get the bad parts of the game out of the way
first. The game is ridiculously short for its original price tag
(£30!), clocking up at about an hour and a half for the main
mission, though of course it contained a few side missions. There is
only one map, and of course the story can&#39;t really get going,
although we do get a lot of disgusting imagery which I won&#39;t get into
which is a bit unsettling since none of the previous six or seven MGS
games got anywhere near as visceral. It very nearly ended up on the
end of the worst games list because of its length, and I&#39;m not even
kidding.&lt;/div&gt;
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All that out of the way, the game was utterly magnificient. The
control system, vastly improved from MGS4 onwards was absolutely
joyeous to use. Graphically the game was spellbinding, using light
and shade in a way I&#39;d never seen in a next gen game, with some great
details and amazing character designs. The AI is vastly improved and
a legitimate part of the challenge, since they will call for help and
go into alert if something logically untowards is discovered,
reminding me a lot of the Hitman games in that regard. The story,
such as there was, is evocative, expertly directed and brilliantly
performed, particularly with regards to mental trauma and harm,
obviously this will become a far greater part of The Phantom Pain.
There are a lot of ways to handle each mission and a ton of weapons
to collect to, so it is a case that if you enjoy the game there are
plenty of reasons to replay.&lt;/div&gt;
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Added to this is the phenomenal PC port, one of the best from a
Japanese developer (and one of the most optimised Next-Gen games
released on PC this year) and you have a brilliant game that only
slightly disappointed.&lt;/div&gt;
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7: Toybox Turbos (Codemasters: PC)&lt;/div&gt;
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I agonised whether I was going to put this or BlazeRush on my list,
and eventually it boiled down to a straight choice. While Blazerush
was an amazingly fun game which really surprised me from a developer
who hadn&#39;t made a game that good before, Toybox Turbos is simply a
better game. It is a modern day Micro Machines, which is probably the
greatest compliment you can give a party racing game.&lt;/div&gt;
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The graphics are superb, there are plenty of cars and tracks to play
and an excellent online mode. However the main star is the gameplay,
which is as perfect as you can make a party racing game.  Overall it
is a little short in single player (3 hours, but the game was £11
new and of course there is the multiplayer) but get a few friends
playing and you have a great party game.&lt;/div&gt;
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6: Cloudbuilt (Coilworks: PC)&lt;/div&gt;
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On the one hand, it&#39;s incredibly tough. On the other it&#39;s an
absolutely gorgeous, fantastically designed joy to play. Coilworks&#39;
debut is amazing to play, basically getting to the core of what 3D
platforming should be. Armed with a hover, a dash and the ability to
run up walls, Demi can go basically anywhere, but the limits to all
three of those abilities mean the game ends up becoming one of
careful strategy and risk, particularly since there are so many
routes you can take through levels, some unforgiving tough but very
quick. Add to that an interesting story about journeying through
trauma and a lot of interesting levels and you have one of the
sleeper hits of the year.&lt;/div&gt;
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5: Murdered: Soul Suspect (Square-Enix: PC/XONE/PS4/X360/PS3)&lt;/div&gt;
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A game which scores a lot of its points with an interesting premise
and an excellent adventuring mechanic. The best way to describe the
game is Ghost Trick meets LA Noire, where you play a cop who has to
solve his own murder in order to get into heaven. At times the game
is complete nonsense but the game really does a good job of painting
the ghost world as different from the real world. Add to that the
interesting clue gathering and piecing together mechanics from LA
Noire and you have a very good adventure game. The stealth sections,
combat and the sheer amount of combat there is later in the game
probably could have done with some balencing though.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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4: South Park the Stick of Truth (Ubisoft: PC/X360/PS3)&lt;/div&gt;
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Don&#39;t say I never give Ubisoft credit when it&#39;s due. For all the AAA
problems they&#39;ve had this year, they also released the touching
Valient Hearts, the stylish Child of Light and The Stick of Truth,
the single best licensed game released this year, and up on the list
for being the best licensed game of all time.&lt;/div&gt;
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Where it works is in the details. It looks like the show, and few
games ever manage that. The writing is by the show&#39;s writers, the
voice acting is by Matt Stone and Trey Parker and it is as hilarious,
demented and absolutely brilliant as the show has become. The
gameplay is akin to Paper Mario, right down to having patches, badges
and extra abilities and may well be the most refined game Obsedian
have made as well.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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3: One Way Heroics (AGM Playism: PC)&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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There were a lot of RPGs in my shortlist, and again I was torn
between the sublime Legends of Heroes, Trails in the Sky and this,
and really both deserve to be on this list. One Way Heroics succeeds
in having an excellent array of mechanics, a great pace to the game,
lots of choices and customisation and really managing to do something
new with the roguelike. The balance between getting experience and
looking for items, as well as the potential for strategy is done
excellently, along with one of the best soundtracks this year (in
fact the only two soundtracks better than it are at #2 and #1 on this
list). A sleeper hit in every regard.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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2: The Binding of Isaac Rebirth (Nicalis and Edmund McMillan: PC/PS4)&lt;/div&gt;
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I love the Binding of Isaac, but there were a lot of slight technical
problems with the original game which meant I never really got the
fullest out of it. If it didn&#39;t do quite as many improvements,
modifications, engine changes and the like to the game it might have
been disqualified for being a rerelease, but because all those
changes improve and change the gameplay experience so thoroughly, it
has to be here. Since I bought it a month and a bit ago I have sunk
75 hours into it, and it has become the go-to game I play when I&#39;m
doing other things. The amount of content in the game is staggering,
almost as much as how much that affects the game, with good and bad
loadouts really meaning the difference between a tricky game and an
incredibly hard one. Despite this you never feel the game has made it
impossible for you, and it manages that great rogue-lite sense of
risk and reward perfectly. Add to that a great mix between adorable
and abject imagery and an incredible soundtrack and you have one of
the best games this year.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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1: Transistor (Supergiant Games: PC/PS4)&lt;/div&gt;
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The game world this year has been characterised by games that promise
a lot and simply do not deliver. Many games I thought would be
spectacular at the start of this year have by its end either been
forgotten or are not quite as great. Transistor however is not one of
them.&lt;/div&gt;
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I went into 2014 thinking this would be my game of the year, perhaps
having to battle MGSV and Watchdogs for the top sport. But it simply
did not disappoint. If anything, the game was better than I had
anticipated, with all its functions and form coming together
wonderfully with an amazing aesthetic. I love cyberpunk, and this mix
of cyberpunk and art deco made for an arresting hauntingly beautiful
atmosphere, particularly as the work of the Process serves to swallow
it up. 
&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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The soundtrack is one of the best of all time, a mix of genres along
with some sensational vocals creates that tragic out of time sense
for the game, which just works perfectly for every scenario. The game
is short but with a New Game Plus option and a heartbreaking story.&lt;/div&gt;
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There were many good games this year. A few great ones, but it turns
out only one of them managed to do everything right this year and
that was indeed Transistor.&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/1592689294540288197/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2015/01/isometrics-game-of-year-top-eight-games.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1592689294540288197'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1592689294540288197'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2015/01/isometrics-game-of-year-top-eight-games.html' title='Isometrics Game of the Year: The Top Eight Games this Year'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-1126689322232981537</id><published>2014-12-31T12:00:00.000+00:00</published><updated>2014-12-31T12:30:58.794+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="awful"/><category scheme="http://www.blogger.com/atom/ns#" term="bad ports"/><category scheme="http://www.blogger.com/atom/ns#" term="Clinkening"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Video Gaming"/><title type='text'>The Isometrics Worst Games of the Year: The Top Eight Worst Games of The Year</title><content type='html'>&lt;br /&gt;
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&lt;br /&gt;&lt;/div&gt;
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So
after a long contentious year, there stands a stack of terrible
games, some giftedly bad, others a sheer affront to the gaming
Zeitgeist. However they got onto this list, they are games that
really made a dent in arguments that video games are artistic
statements.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Right,
I covered the rules in a post last week, but just to clarify
everything. I&#39;ll do a quick summery:&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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It has
to be a full game released between 1&lt;sup&gt;st&lt;/sup&gt; December 2013 and
31&lt;sup&gt;st&lt;/sup&gt; December 2014, that is not a beta or in early access.
Episodic games count from the release of the first episode, so long
as the intent was to be episodic and not to sell a beta release.
Freemium games are exempt except in particularly egregious
circumstances. Remakes, ports and expanded rereleases can count
either if they are the first version of a game released in English or
are expanded to a sufficient degree that they could be considered a
sequel.&lt;/div&gt;
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In the
end these are all subjective rankings, and I will show my working as
much as possible in the process of writing the list.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Now,
with that out of the way here is the bottom eight games of the year!&lt;/div&gt;
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8:
Watch Dogs (Ubisoft: PC/X360/XONE/PS3/PS4)&lt;/div&gt;
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Speaking
of subjectivity, this is a game I suspect might ruffle a few
feathers, because on the face of it it&#39;s not a terrible game, with
mostly functional mechanics and a few occasionally interesting twists
on the Ubisoft Open World formula. This is on the list for three
relatively minor things that in combination ruin the experience. The
first is the simplification of basically every aspect, with the
hacking on the go mechanic that is meant to differentiate it from
other open world games almost never coming into play except in the
most situational of circumstances. This spreads to the graphics,
gorgeous in trailers but fairly mediocre and choppy in game. 
Speaking of mediocre and choppy, the PC port is particularly awful,
with low framerates, poor textures and stuttering abounding and
serving to ruin the experience further. 
&lt;/div&gt;
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It is
the most classic, and frustrating case of a game with a great idea
that falls flat on the fundementals and simply ends up as a lifeless,
dull and largely unlikable game. A crying shame.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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7: Duck
Dynasty The Game (Activision: PC/ X360/PS3)&lt;/div&gt;
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Probably
on a lot of people&#39;s top spot for worst game this year, Activision&#39;s
take on the beardiest family in america caused a lot of eyebrows to
roll. How would a game based on a reality (using the word under
advisement of course) TV series pan out? The answer is generically.
Outside of the baffling and occasionally unintentionally hilarious
storyline (Any cutscene before a stealth section really speaks for
itself), the game is a set of rather shallow minigames in a rather
shallow open world. It&#39;s pretty low on this list in part because it
at least works completely, though the fact that it is above a game
that was almost completely broken on it&#39;s PC release speaks volumes
about the quality within. Whatever you think about the Robertsons and
the Duck Commander, this game commands you to throw it in the bin.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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6:
Takedown: Red Sabre (505 Games: PC)&lt;/div&gt;
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This at
first seemed like an excellent idea for a game. Bring back classic
tactical shooting in the vein of the sublime Rainbow Six 3, even
calling on a former developer of the title for support. Sadly the
game was astoundingly bugged and even when it wasn&#39;t constantly
crashing to desktop or sucking wind on fairly powerful PCs the actual
content of the game was ferociously limited, with multiplayer being
as unplayable a mess as possible. It is a crying shame that this game
failed to live up to expectations and served, along with several
other Kickstarter disappointments to really dent confidence in the
crowdfund as a medium for distributing games, which is the primary
reason why it makes it on this list.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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5:
Rambo: The Video Game (Teyon: PC/X360/PS3)&lt;/div&gt;
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Oh
dear. This is the first of many games on this list that are both
utterly dreadful and utterly deceptive. The Steam page of the game
suggests that your hard earned thirty pounds will garner you a crazy
yet rather alright looking FPS based on the most manly man in the
history of 80s manliness, John Rambo. However upon purchase the game
turns out to be an on-rails light gun game. You may have noticed that
there aren&#39;t any common light guns available for PC. The graphics,
while passable in screenshots are terrible in motion, not helped by
the fact that each of the stages has exactly one enemy type. Other
mechanics such as perks and the rage bar seem tacked on and other
than making the obligatory quick time sequences even less necessary
don&#39;t serve to make the game suck any less. On top of all this, the
dialogue is literally ripped from a blu-ray of Rambo, right down to
sound artefacts in the background. Lovely.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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4:
Guise of the Wolf (FUN Creations: PC)&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Oh
dear. This isn&#39;t a game that people likely remember, but the sheer
abject terror that is Guise of the Wolf can&#39;t be understated.
Featuring appalling character design, questionable cel shading
effects, an appalling mix of the most boring generic time consuming
puzzles and awful combat, and a profound sense of obtuseness
surrounding pretty much every other aspect. It is no combination of
fun, challenging or rewarding, but an experience to be suffered
through incredibly slowly. 
&lt;/div&gt;
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3:
Sonic Boom: Rise of Lyric&lt;/div&gt;
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Just as
we thought Sonic had managed to escape the throes of terrible gaming,
sadly Big Red Button productions drags the blue blur back into the
fold. The television show and indeed the 3DS game are at least
debatable in quality, however the Wii U release Rise of Lyric has a
budget game rip-off feel last seen with the reprehensible Ride to
Hell: Retribution. Sonic&#39;s trademark speed is limited to brief
on-rails segments, the beat-em-up mechanics are tedious, as indeed is
the different platforming sections for your four playable characters,
every single one of which seemingly having a fetish for Boost Rings
that moves into concerning by the end of the game. Add to that a
co-op mode that slows the game to a crawl, random slowdown anyway and
a pause glitch that allows you to jump infinitely off the edge of the
world, and you have a recipe for a disaster worthy of comparison to
the execrable Sonic 2006. 
&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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2: The
Slaughtering Grounds (Digital Homicide Studios LLC: PC)&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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2014
was a year in which Steam opened the floodgates, allowing pretty much
anything willing to pay their cut to release a game on Steam. This
lead to some abominable atrocities, zillions of straight up ports and
rereleases and a flurry of awful unfinished games so huge that Steam
altered its curation system to mitigate the damage. Then came the
Slaughtering Grounds, a game that brought back the dark old days of
shareware, with hideous graphics, a useless interface, controls
designed for someone with at least three thumbs and some of the worst
FPS gameplay seen on Steam. As far as attempts to co-opt the success
of Killing Floor go, this is possibly the most atrocious example, and
there is very little fun to be had.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Of
course the creators of the game seemed to disagree and created a
series of potentially libellous videos mocking critic Jim Sterling,
who voiced what can only be described as the truth. Bashing the
critics for skewing your work has never ever succeeded in doing
anything but making you look bitter, insecure and unable to admit
your product has serious flaws.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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1: Air
Control (Killjoy Games: No Longer Available: PC)&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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The
other major trend of 2014 was the idea of Youtube Fodder:
deliberately bad games that would be made fun of by major content
creators in a bid to artificially create buzz and sales. Games like
Goat Simulator really towed this line, splitting the critics as much
as it split sides, while other games like Surgeon Simulator AE and I
Am Bread managed to succeed far more as games. At best this allowed
silly concepts to be released and generate a lot of interest, but at
worst it was an excuse to sell utterly broken unplayable games. Guess
which one Air Control is?&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Air
Control, by the rather appropriately named Killjoy games is just
atrociously bad in every important respect. It&#39;s difficult to decide
where to begin, be it with the assets stolen from other games and
other game engine assets, the repeated ripoffs of Flappy Bird, the
controls that don&#39;t work and even have “Lock Mouse” buttons to
further cripple them, the fact that the game has a two part casual
mode which means nothing and crashes the game if you try to switch
between the modes, the litany of other game bugs, most of which are
game breaking, the questionable censorship of criticism by Killjoy
themselves, the accusations that critics simply have computer that
cannot run the game despite it looking like an 11 year old&#39;s first
attempt with Pie in the Sky, deleting criticism of the game as well
as requests for refunds and the sheer audacity of trying to charge
money for a game like this.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Some
have argued that this is all a satire of Youtube fodder and Steam&#39;s
curation policy or lack thereof but none of that stops it from being
the worst, most absolutely rancid and toxic game of the year, and
better yet because the game is no longer available for sale I&#39;m not
enabling this kind of irresponsible behaviour among game developers.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
After
that lark, come back to the Clinkening tomorrow for a far more
positive look on the year, and look out for the Isometrics Awards and
New Years Resolution post later this week.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Thanks
for Reading!&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/1126689322232981537/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2014/12/the-isometrics-worst-games-of-year-top.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1126689322232981537'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1126689322232981537'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2014/12/the-isometrics-worst-games-of-year-top.html' title='The Isometrics Worst Games of the Year: The Top Eight Worst Games of The Year'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-4061505324849790367</id><published>2014-12-23T09:30:00.000+00:00</published><updated>2014-12-23T09:30:02.071+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2014"/><category scheme="http://www.blogger.com/atom/ns#" term="bad ports"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="payola"/><category scheme="http://www.blogger.com/atom/ns#" term="remakes"/><category scheme="http://www.blogger.com/atom/ns#" term="Retrospective"/><category scheme="http://www.blogger.com/atom/ns#" term="transcendental"/><category scheme="http://www.blogger.com/atom/ns#" term="transition"/><category scheme="http://www.blogger.com/atom/ns#" term="yogsdiscovery"/><title type='text'>An Isometric 2014: On Transition, Change and Challenge</title><content type='html'>&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The year 2014 has
been a year of flux as a whole, and the gaming world has been shaped
in part by that flux. Compared to the amazing artistic swansong that
was 2013, it may be easy to see 2014 as somewhat of a disappointment,
critically, creatively and culturally, however peel away the dank
cynicism and there is a lot more hope for the future than one might
imagine.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The biggest thing of
the year is of course the release of the next generation of consoles,
with the Playstation 4 and Xbox One being part of a somewhat
acrimonious console war. Many of the news stories, trade events and
interviews featured more than a few potshots and particularly
tactical marketing decisions intended as much to put the enemy down
rather than big up the system itself. Things like the rather bitter
tit-for-tat exclusivity deals (“You got Titanfall and Rise of the
Tomb Raider? Well we&#39;ll get Street Fighter V!”) and the
increasingly secretive marketing deals and relationships between
giant companies and the larger web-based gaming media was something
that would have massive echoing effects throughout the year.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Despite the
plaintive cries of the PC faithful who claim they had all the power
of the new systems years ago (Full Disclosure: I built a gaming rig
this year), the systems were genuinely more powerful and brought the
potential for newer and bigger gaming experiences. Sadly, those
experiences weren&#39;t entirely realised within the bigger budget games,
and my top ten lists will reflect the fact that there wasn&#39;t a AAA
title around that didn&#39;t come without the sting of disappointment.
The ambition and attempts at new ideas and new intellectual
properties shouldn&#39;t be understated however, even if the chequered
reception to Titanfall and the rather poor release of Watch Dogs
didn&#39;t seem to foster much in the way of confidence. Generally the
biggest two bugbears of the past, overhyped and undercooked releases,
ended up having a greater effect than ever, with Assassin&#39;s Creed
Unity being the inevitably bad result.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
This was the first
year to see some major broken promises in the case of crowd-funding
platforms as well, with Double Fine&#39;s fall from grace being a
particularly dark indicator of the importance of really planning for
every possible eventuality when asking people for money to fund your
project. That said, despite some major issues, the majority of
successful Kickstarters are still trucking, which if all goes to plan
will lead to a 2015 stocked to the brim with amazing unique ideas.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Culturally the video
game community saw its biggest shifts to date. Youtube as a gaming
media platform really hit the spotlight this year, first being
treated as a threat through the ContentID shenanigans at the start of
the year that received no limit of coverage, to the giftedly bad games seemingly designed to be let&#39;s played, to the increasingly
questionable issues of payola, reaching a zenith with Yogsdiscovery,
a scheme that at least was a pretty blunt statement of intentions.
Youtubers making careers on the platform is a relatively new thing
and so certain basic things like disclosure and the trust between
content provider and the audience was broken on more than one
occasion over the year, and the less said about the insane
tribalistic mess that was the entire Gamergate story the better, as
prominent people both for and against seemingly different
interpretations of the core ideologies climbed over themselves to
yell obscenities at each other in a way that served to leave people
caught in the middle feeling more than a little isolated. This
coupled with the market censorship of a few controversial titles adds
further questions to where gaming stands on the cultural front
between toy and transcendental art. &lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
In the end though,
there is the sense that deep within all this pain, harassment and
epithets is a discussion that needs to be had, about the relationship
between developers, the gaming press in its nebulous state and gamers
themselves, as well as the identity of a gaming culture faced with
its own adolescence. What is gaming and what are gamers going into
2015? That answer is something every  gamer will have to face
themselves but having written Isometrics on and off this year on top
of news and reviews for two sites now, the answer for me personally
is a web of fear and doubt over where gaming will move to over the
next few years, but like all good adventures a sense of wonder comes
directly from this. 2015 looks promising, and looking forward rather
than back, 2014 looks pretty good too.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
With the amazing
promise of last year it was going to fall below our expectations, but
it is possible that the progress of last year might be discolouring
the achievements and great games of 2014. Even with me playing catch
up on 2013&#39;s releases I still had more good games than bad in my
shortlists, and there were some fantastic games that lived up to
their promise. With the recent release of new consoles a sense of
conservatism was inevitable, with the market dominated with updated
re-releases and HD ports. However, a year sandwiched between the
artistic accomplishments of the past and the great expectations of
the future to not be branded a total write-off is a good achievement
indeed.&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Happy Christmas,
hope 2014 wasn&#39;t too brutal, and I hope you stick around for the
Isometrics Awards&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/4061505324849790367/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2014/12/an-isometric-2014-on-transition-change.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/4061505324849790367'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/4061505324849790367'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2014/12/an-isometric-2014-on-transition-change.html' title='An Isometric 2014: On Transition, Change and Challenge'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-4845158316438804941</id><published>2014-12-16T20:52:00.002+00:00</published><updated>2014-12-17T02:38:41.306+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2014"/><category scheme="http://www.blogger.com/atom/ns#" term="Awards"/><category scheme="http://www.blogger.com/atom/ns#" term="Isometrics"/><category scheme="http://www.blogger.com/atom/ns#" term="Literary"/><category scheme="http://www.blogger.com/atom/ns#" term="Video Gaming"/><title type='text'>Isometrics: On New Beginnings and the Isometrics Awards</title><content type='html'>&lt;div align=&quot;center&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Welcome
to Isometrics, the Belated Bellevue of the literary world of computer
and video games. It has been an amazingly long time since the last
Isometrics, for various reasons I won&#39;t go into here, but suffice to
say many of those concerns are no longer a factor in my life and thus
Isometrics lives again. I figure the best time to come back would be
December because it means I can discuss the gaming year and will have
more than one post a week.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
There&#39;s
a little bit of caretaking and cobweb dusting to do first before we
leap back into the fray, so I apologise in advance for a bit of a
cluttered article. Currently all my old Isometrics posts are on Geek
Pride (Link to a little library of them here), but as far as I know
in the immediate future they will be on The Clinkening, which is my
old blog of sorts (there&#39;s plenty of my old stuff here but don&#39;t
look, it&#39;s terrible!). That will be the home of Isometrics until I
either create a new site or someone decides that they&#39;d like to see
these articles on their website and I somehow pitch it successfully.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
In any
case, the time has come for the Isometrics Awards, which is a set of
five articles that will be released over the Christmas period. This
didn&#39;t happen last year because they would have been my first
Isometrics articles and it didn&#39;t seem right to discuss a year I&#39;d
not written about in some way. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
The
first will be a review of the year “On Gaming in the Year 2014”,
where I discuss how gaming changed, progressed and changed in the
year 2014, and my oh my is there a lot to talk about. That will be up
either this week or next, depending on how everything falls into
place in terms of my life. That should be up on Friday all going well&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Next
week there is the crowning of the Worst and Best games of 2014. I&#39;ve
wanted to do a list like this for so long, where I chronicle the
crowning achievements and the deepest lows of video games in 2014,
from the most evocative epics to the most repulsive ideas. There are
ground rules I hold, which I&#39;m not sure are the same for every games
media person doing a list like this, but mine are as follows:&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
To
qualify, the game must have received a full release in one of the
three major territories (Japan, USA and Europe) between 1&lt;sup&gt;st&lt;/sup&gt;
December 2013 and 31&lt;sup&gt;st&lt;/sup&gt; December 2014. A release in this
definition is a retail release of a full game, or in the case of
freeware games that may make the list, the release of a 1.0 and a
sourced report that the game is no longer a beta. The reason for the
date overlap is that while this list is based on a full year, it will
by definition be released before the start of the next, so to ensure
that games that may have been ignored in the lull after cyber monday
are not ignored, they are eligible for next year&#39;s list as well.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Games
released in a paid beta programme or Steam&#39;s Early Access are not
eligible until they receive a full release, to encourage the speedy
development and release of said games. Episodic games are eligible,
providing their first episode was released within the window of
release, so long as the game&#39;s intention was to be episodic, as
opposed to an attempt to buy more development time (This is known as
the Broken Age Rule).&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Freemium
games (aka “Free to Play”, “Free to Start” and “Confidence
Tricks”) are not eligible due to the inherent issues with the
format. Exceptions will be made for particularly egregiously terrible
examples that defy the standard issues that plague Free to Play
games. Note that I have not mentioned any ways Freemium games could
enter the Best Games list. A particularly excellent example may well
qualify, but it is difficult to explain the conditions that would
lead to it, and will likely be decided on a case by case basis.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
There
is a thorny issue of remakes, ports and expanded rereleases.
Generally as a rule straight ports of a game are not allowed as a
means to get around the release date limit. This would for example,
disqualify Valkyria Chronicles from the 2014 lists (For the record,
it would have been very high up the Best of list, had it been
allowed.). HD Rereleases, expanded ports and remakes are disallowed
unless they have enough content and gameplay alterations to
differentiate themselves from the original game, which may well be up
to me to justify. An example of this in action is that Resident Evil
would qualify for 1996 for being an original game. Resident Evil for
Gamecube (the REmake) would also qualify for 2002 for being
significantly different from the original game (new enemies, new
enemy types, story differentiation, new modes), while the 2015 HD
rerelease of that would not qualify because it is not different
enough. It is a rule that makes more sense in practise.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Regarding
games with inferior ports, generally I will go with whatever version
I&#39;ve played (Almost entirely the PC this year), as opposed to
treating different ports as different games. It just gets confusing
that way especially with games like GTA V, which would in theory be
eligible for three years in a row.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Finally,
while all my reasons and justifications will be explained in my
review, they are in the end subjective, at least based on what I have
and have not played. I will only be including games I have played
myself this year, which may discount a lot of AAA games. My judging
criteria is based on active joy and active malice, so the game that
gave me the most amount of joy and did the most amount of amazing
things with the medium will win Game of the Year, and the opposite is
true for the Worst Game of the Year. In the end these are all
basically opinions I explain and elaborate, so don&#39;t take it to heart
if a game you really like is not in my list.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
I&#39;ve
been looking forward to this all year, and my list has changed in so
many ways since my predictions at the start of the year. 
&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Then
there is the Isometrics Awards, the big list of miscellaneous awards
based around the world of literary gaming, from the ridiculously
serious to the seriously ridiculous. Basically as much of the
craziness, joy, splendour and stupidity of video games and game
culture will be brought to the fore.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
After
all that, there is the Isometric New Year&#39;s Resolutions, which will
be five predictions/hopes/pleas to the gaming zeitgeist for things to
change in 2015. I had a blast writing the resolutions last year and
so I&#39;ll definitely have a ton to say this year.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
With
everything else I want to say to everyone who read Isometrics (or
pretty much anything else I posted), thank you ever so much. It meant
a lot that people read my works. I had some great discussions with
friends about the things I had written and the feedback I received
was nice. I&#39;m also really sorry that other articles and work
commitments got in the way of new articles, but with a new beginning
for 2015, there will be a greater endeavour to continue writing what
I love rather than what I need to.&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
Happy
Holidays, Merry Christmas and all the rest!&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;left&quot; style=&quot;line-height: 100%; margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/4845158316438804941/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2014/12/isometrics-on-new-beginnings-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/4845158316438804941'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/4845158316438804941'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2014/12/isometrics-on-new-beginnings-and.html' title='Isometrics: On New Beginnings and the Isometrics Awards'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-1519579758074798120</id><published>2013-04-06T15:39:00.001+01:00</published><updated>2013-04-06T15:40:34.059+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2013"/><category scheme="http://www.blogger.com/atom/ns#" term="art"/><category scheme="http://www.blogger.com/atom/ns#" term="as"/><category scheme="http://www.blogger.com/atom/ns#" term="criticism"/><category scheme="http://www.blogger.com/atom/ns#" term="Croft"/><category scheme="http://www.blogger.com/atom/ns#" term="Feminism"/><category scheme="http://www.blogger.com/atom/ns#" term="games"/><category scheme="http://www.blogger.com/atom/ns#" term="Lara"/><category scheme="http://www.blogger.com/atom/ns#" term="Raider"/><category scheme="http://www.blogger.com/atom/ns#" term="Review"/><category scheme="http://www.blogger.com/atom/ns#" term="Tomb"/><title type='text'>On the Enjoyment of Critical Analysis of Video Games: A Tomb Raider (2013) (Xbox 360) Review Part 2</title><content type='html'>So, after just shy of 1600
words of a preamble, we might be ready to see what this game has to
offer. Now I&#39;ve completed the game once, though not 100% (I saw the
challenges I had left and decided I needed some time to gather my
thoughts) so I think I can give a fairly comprehensive account. If
there&#39;s some hidden documents or lore you get for a 100% completion
drop a line to the usual addresses.&lt;br /&gt;
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The first thing is that the
game dumps you in very quickly, from selecting your difficulty to the
first instance of what will be a long, almost aristocrats joke level
of pain is less than 30 seconds, as the Endurance is racked by storms
and ripped apart, Lara almost drowning before being thrown off the
ship, waking up tied up in a sack. From here is a series of limited
gameplay bits, where you first set the sack alight, and fall on the
only spike on the ground. From there is a mini tutorial of sorts, as
you move and solve different little puzzles to get a hang of the
controls, or face a small quick-time event. Both of which have the
same conclusion, some sort of painful endeavour, before you finally
make it out into the Coastal Forest: the first proper area of the
game, though still mostly a tutorial, the goal merely to find the
means to survive, which means a source of fire and food. 
&lt;/div&gt;
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And it&#39;s here that I can get
the actual gameplay aspects out of the way, so if you&#39;re after a
review of this as a game, rather than an interactive story, I&#39;ll
signpost the actual gameplay review parts. The graphics are
absolutely incredible. The character animations are smooth, the
textures are amazing, the character models manage to avoid the
uncanny valley effect by being both stylised and relatable enough to
reality and are really beautifully done and the attention to detail
is just staggering. The actual locations you explore are open world
and relatively small but the amount they manage to pack into the
areas is fantastic, full of little nooks and crannies and secrets
that I think I trebled the gameplay time just having fun looking for
them. The fire effects look amazing, and it&#39;s clearly something that
was a priority for the development team, given the large amount of
puzzles and set pieces that require the use of fire to solve. The
platforming is a heavily refined variant of the Underworld system,
being essentially jump, drop and move around on different bits of the
scenery. Unlike Underworld though, the climbing controls when not on
a straight ledge are far more responsive, so you don&#39;t often feel
like you should be able to climb to a nook that you can&#39;t. The
controls are very responsive, something that again wasn&#39;t in
Underworld due to a slightly dodgy animation engine. 
&lt;/div&gt;
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The gameplay structures
itself as a pseudo-open world  with different areas that you can
explore at will, full of secrets and different things, inspired more
by Assassin&#39;s Creed this time than Prince of Persia. Helping in this
regard is Eagle vi- sorry, Instin- damn it! Survival Instinct, the
latest incarnation of the very useful indicator system. Hitting the
left bumper makes a pulse hit and turns the screen grey scale to
identify all the useful things you need to know on the screen in
different colours. Enemies in Red, climbable stuff in white, where
you need to go as a shining beacon and so on. Basically if you didn&#39;t
like it in Assassin&#39;s Creed or Hitman Absolution, it&#39;s not exactly
necessary to complete the game but it does very much help,
particularly since in this very dense jungle there are far more
things to catch you out, like rope traps that send you upside down. 
&lt;/div&gt;
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The final part of the
tutorial of sorts requires you to collect a bow from a poor former
explorer and hunt a deer, and people who like hunting a bit too much
will be pleased to know that both head shots and heart shots are one
shot kills.&lt;/div&gt;
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&lt;br /&gt;
It&#39;s this kind of
attention to detail that you must value in review you know!&lt;/div&gt;
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This allows Lara to get back
to the camp, enjoy some deer and watch some videos her best friend
Sam was to put on youtube. Yes, there&#39;s a found footage aesthetic in
the game where Lara and her surprisingly large supporting cast (for
comparison, in the early games you had maybe three characters total
including the butler, and even in the Crystal Dynamics games you only
had three sidekicks, also including the butler) interact and try
desperately to break the stock character types they&#39;ve clearly been
assigned. Joining Lara on this intrepid adventurer is the Geeky one,
the Spineless one, the Ripley, the best friend with awful luck, the
native american, the old captain and the Northern Bastard.&lt;/div&gt;
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The main issue is it&#39;s a
large cast for a survival game, particularly when for massive
portions of the game you only get to interact with one of them over
the radio, &#39;Northern Bastard&#39; Roth. Each of them does get a character
moment, typically when they die, but the interesting part in the
discussion is generally Lara, not the other character, which in
itself is interesting since in most of these games you have the exact
opposite issue: A great supporting cast carrying a deliberately
underdeveloped protagonist. 
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One of the things I think
that is fixed right from the start of this is that unlike the
trailer, Lara is given some stellar voice work, and her writing and
vocal mannerisms capture a lot of different disparate effects in a
small amount of words, proving that some of Prachett&#39;s father&#39;s
influence rubbed off. The dialogue Lara has with other characters,
and more fundamentally with herself is very well told, and because
for large stretches of the game Tomb Raider is a one-woman show, she
is naturally the one who develops the most and in the most
interesting ways.&lt;/div&gt;
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And speaking of which, it&#39;s
probably time to get into the scene that caused so much controversy
in June, to see if context aids the uncomfortable imagery, as Rhianna
Prachett argues.&lt;/div&gt;
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The scene in question comes
surprisingly quickly, barely an hour into the game, at the end of the
second chamber, Lara and Spineless (sorry, his name&#39;s Whitman but for
almost the entirety of the game he&#39;s one dimensionally pathetic,
occasionally adding elements of prissyness) get captured by a group
of Russian-esque mercenaries or scavengers, who rough up the
captives, including backhand slapping Lara to the ground. This leads
to an interesting stealth section with your hands tied behind your
back where you end up in the situation in the trailer, caught in the
middle of a tiny hole in a structure, forced at gun point out and
trapped as the guard attempts to touch her in a rather uncomfortable
quick time event. There&#39;s only two (maybe three) vaguely sexual parts
to the scene until it becomes a struggle for the gun the scavenger is
carrying until the inevitable shot. Now, in the trailer it kind of
cuts away here, but the scene afterwards justifies the ordeal, as
Lara breaks down and swears that she&#39;s just killed someone, before
picking up the gun and attempting her escape. 
&lt;/div&gt;
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Now, it&#39;s clear that there
is no actual threat of rape in the code, if you mess up the quicktime
button press Lara gets strangled: an awfully visceral death but not
sexual in the least. The issue I have is that they make the vague
pass at having the attack sexualised but don&#39;t do anything to justify
it or to imply it has consequences, as if it was only there to make
the man in question look like a sadistic idiot. A lot of people feel
better about it but I still maintain that adding a sexualised element
to it in any way was unnecessary, since any kind of sexual abuse,
assault or even harsh language about women (I think “fucking bitch”
might get said once throughout the game) isn&#39;t ever mentioned or
hinted at again. It&#39;s a gripe, but it&#39;s a gripe that is more than
forgiven by the following fifteen minute section of the game where
Lara escapes the abandoned village where she was brought to, having
to shoot scavengers that fire at her, which is probably one of the
most effective, tense and emotional fifteen minutes of pure gameplay
I&#39;ve played in years. Part of this is the excellent gunplay and cover
systems. Gunplay is standard, LT to aim, RT to fire with Lara
automatically hiding behind cover, but the viscerality of it is
emphasised, and it makes you feel a thick cocktail of emotions. It&#39;s
not like Spec Ops: The Line, which made the gunplay adequate but not
fun, to add to the narrative&#39;s message on the horrors of war, since
it is still enjoyable in its own right, but the scene before it, the
first taking of a human life then the desperate cries as Lara guns
down people, asking them to leave her alone as she blows their brains
out is oddly effective, and makes me believe Rosenberg missed a
trick. I didn&#39;t feel like I wanted to protect Lara, particularly not
in that very patronising “I wish to protect you because you&#39;re a
cute girl” way he was implying, but there was parts to the initial
gunplay where the player and Lara&#39;s pain matched, at least to a
certain degree, which like in The Line, can only be a positive thing
regarding the effectiveness of the narrative. This is probably the
emotional high point, the big change where Lara stops being a
headstrong fastidious intelligent student and becomes a survivor and
an adventurer. 
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That makes this a
bildungsroman. I don&#39;t care what you lit snobs think!&lt;/div&gt;
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There is actually a
significant amount of weight to this being a bildungsroman, which to
non-pretentious northern bastards like Roth and not like me, is a
novel of development, where a child struggles to become an adult and
find his place in society. Think something like Great Expectations.
The key to a bildungsroman is indeed the struggle and I suspect
that&#39;s what the developers were going for, in a rather hamfisted way.
The idea is you feel all this pain and horror and mangled emotions
first, and then, like Lara, build yourself back up through force of
will. It&#39;s surprisingly effective, and probably is why the majority
of the game looks less and less like the first hour and a half. The
game, as part of its development from a survival horror (indeed, the
bit in the mountain village feels like a very truncated version of I
Spit on Your Grave, albeit without the particularly grotesque,
gruesome and uncomfortably exploititive parts of that premise), but
the next few scenes feel less and less so. Sure, survival is still a
vital part of the game, with the game very tepidly promoting stealth
in a few areas (this isn&#39;t MGS3 though, don&#39;t expect to pull off a
no-alert pacifist run here), but ammo is plentiful, the controls are
good and you get greater rewards for fighting, although of course you
run the risk of death, which refreshingly unlike most games is
something that is actually quite likely on normal mode, even if you
adapt to the cover system quickly. Survival becomes less a matter of
concern and more a matter of getting more experience points which you
can spend at base camp.&lt;/div&gt;
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Now that the more intense
parts of the review are out of the way I can finally get into the
last major part of the gameplay system: Base Camp. Base camp is
effectively the fires in Dark Souls, a kind of save point, but also
the place where you can upgrade yourself (with skill points you get
from XP you get from killing enemies, finding hidden items and
raiding optional tombs) and each of the four (well five, if you count
the axe you use to pry open doors and boxes) weapons you get (through
finding salvage, the other collectable). Both are fairly expansive,
though if you go off the beaten track even a tiny bit you&#39;ll probably
get enough experience to get all the extra skills, and most if not
all of the weapon components which get you the best versions of each
weapon. If it sounds like I&#39;m not selling it much, all I need to tell
you about it is that you can get a shotgun that lights people on
fire. It&#39;s awesome, though I think it does reflect a problem with
video game narratives a bit, particularly ones which deal with the
theme of killing, since it tells you this is bad and you should try
not to end up like the monsters you fight and have the abyss stare
back at you, yet at the same time the more you play with the weapon
customisation and skill sets the more fun the gunplay is,
particularly when you unlock the weapon finishers, special moves you
can do up close when you hit the Y button after knocking someone
over. It&#39;s not a big deal, since the game does have moments where you
do feel that guilt the game is trying to make you, mostly early on,
and by the end it&#39;s part of the bloodthirsty nature of the character
people didn&#39;t like when she wiped out entire species of tiger in the
early games.&lt;/div&gt;
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Speaking of the early games,
the primary challenge of the bildungsroman is to connect the scary
survival stuff with the supernatural tomb raiding of every other game
in the series, which is done through the Island itself. Yamatai, in
the Dragon&#39;s Triangle (the Japanese equivalent to the Bermuda
triangle) is an island racked by freak storms, most of which, in true
Resident Evil fashion, destroy your only means off the island, over
and over again. Seriously, at least three planes and helicopters get
demolished in the game that you try to escape on. The idea is there
is no escape, caused by the mysterious Queen Himiko, a sort of
Boadicea-like figure known also as the Sun Queen. The game&#39;s thematic
through-line is the nature of myth as a reflection of some kind of
truth. In game this refers to the question of how real the myths of
Himiko are, but you could take a metafictional reading here and claim
that it&#39;s a comment on the Myth of Lara Croft herself, and how much
of the &#39;reality&#39; of the character was seen in the earlier games, or
more recently how much of the game itself was really seen from the
myth of the trailer. It&#39;s an interesting theme, and part of what
justifies some of the later interactions with the characters is their
inability to see the connections between myth and reality. Lara Croft
in particular is a well suited protagonist to a game suiting this
theme, as she herself is haunted by the ghosts of her pasts, of her
late father who she early on in the game condemned for believing in
myth, her feelings changing as she realises there was more truth than
she could first see, and that change, that acceptance of her heritage
and her family is also a symbolic acceptance of the heritage and the
tone of the older games, although whether it&#39;s an acceptance of the
shorts I think is a mystery that won&#39;t be solved until the inevitable
sequel.&lt;/div&gt;
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The game itself runs about
8-20 hours, depending on just how much of a completionist you are,
and of course not counting DLC, which I didn&#39;t get any of with my
copy. The pacing regardless is superb throughout and there aren&#39;t
really many deadspots even if you&#39;re hunting for collectibles given
survival instinct and the beacons systems. There are optional tombs
to raid, although these are more like simple physics puzzles rather
than the huge multi-level environments of old. Still a ton of fun
though and I suspect what most of the DLC will consist of. There are
a few glitches with the game, particularly with regard to the physics
engine and how the game deals with Lara being out of the physical
bounds. Once I managed to make a box push Lara through the geometry
and out of the game world, which took me out of the experience a
little bit. Mercifully it only happened a few times and a quick
reload checkpoint thing meant I only lost about two or three minutes
of progress total. It&#39;s a very enjoyable ride from start to finish,
with only a few little lumps and bumps in between and tiny gripes,
and seemed to simultaneously enrapture me in its awe and wonder and
gave me enough to ensure that a critical reading of the game and its
story was positive.&lt;/div&gt;
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The final question on
everyone&#39;s lips is whether this is a good feminist game and it
certainly tries to be, the little gripe with the trailer
notwithstanding. Lara is a character of deep layers and hidden
strengths and with each challenge another veil is parted to show
another strength. I get the complaints with the character in the
past, that she seemed to barely exist in the world where the
challenges exist. She knew the answer before it was asked and barely
seemed to be in any danger. They say legends are born from tragedy
and triumph, and with the new Tomb Raider, the balance is struck
between the two, and hopefully in the same vein, there is something
really empowering about Lara&#39;s tragedy and triumph here, that felt
organic, rather than either a cardboard character or the subject of a
feminist thesis. 
&lt;/div&gt;
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Verdict: Just buy it
already, I can&#39;t recommend it more.&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/1519579758074798120/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/04/on-enjoyment-of-critical-analysis-of_6.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1519579758074798120'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1519579758074798120'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/04/on-enjoyment-of-critical-analysis-of_6.html' title='On the Enjoyment of Critical Analysis of Video Games: A Tomb Raider (2013) (Xbox 360) Review Part 2'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-169120860659245149</id><published>2013-04-05T22:03:00.000+01:00</published><updated>2013-04-05T22:23:41.049+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2013"/><category scheme="http://www.blogger.com/atom/ns#" term="360"/><category scheme="http://www.blogger.com/atom/ns#" term="criticism"/><category scheme="http://www.blogger.com/atom/ns#" term="Croft"/><category scheme="http://www.blogger.com/atom/ns#" term="depowered"/><category scheme="http://www.blogger.com/atom/ns#" term="Feminism"/><category scheme="http://www.blogger.com/atom/ns#" term="girl"/><category scheme="http://www.blogger.com/atom/ns#" term="Lara"/><category scheme="http://www.blogger.com/atom/ns#" term="Preamble"/><category scheme="http://www.blogger.com/atom/ns#" term="Raider"/><category scheme="http://www.blogger.com/atom/ns#" term="Review"/><category scheme="http://www.blogger.com/atom/ns#" term="Tomb"/><category scheme="http://www.blogger.com/atom/ns#" term="Xbox"/><title type='text'>On the Enjoyment of Critical Analysis of Video Games: A Tomb Raider (2013) (Xbox 360) Review Part 1</title><content type='html'>&lt;br /&gt;
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&lt;i&gt;Hey there, I&#39;ve just
completed (though not 100%ed) the New Tomb Raider game and thought I
should provide a somewhat lengthy review of it, not just as a game or
a gaming experience, but through the feminist critique people threw
at it during those initial trailers. Because the complete experience
of the game is vital to most readings of this game in particular,
there&#39;ll inevitably be spoilers, even though you&#39;ve already figured
out how the game will turn out. Also, while I&#39;ll try to be academic
about it, large chunks of it will have to do with my own personal
experience of the game. So yeah. Have fun!&lt;/i&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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Preamble: Things Left
Behind&lt;/div&gt;
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You figured it would happen
eventually. 
&lt;/div&gt;
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Last year I posted the first
part of an aborted analysis I was  going to do on the issues of
gender equality in video games, particularly in the protagonist
archetype. Effectively the nub of my analysis is how the gaming
heroine experience changed, from barely existing, to distaff
counterpart, to the mixed blessing of the &#39;Girl Power&#39; era, where
action girls were created that amazingly missed the point, before
moving to a worrying trend where, far from being equal, female
characters would be lightening rods for serious abuse in a misguided
attempt to be &#39;serious&#39; or &#39;edgy&#39;, while male characters seemed to be
the same bulletproof action hero fantasy figures they always were,
just with even massiver muscles. I stopped that, mainly because I
didn&#39;t feel I&#39;d researched enough feminist theory to really do it
justice, but it is something I maintain is the case. 
&lt;/div&gt;
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The first game I planned to
talk about was Metroid Other M, a painfully misguided game which
tried to make a character who never speak never shut up. The biggest
problem wasn&#39;t that though; it was the rampant misogyny, shown mainly
the strange patriarchal complex Samus developed  at the start of the
game, obsessing over the &#39;perfect military mind&#39; Adam, doing
everything he told her to despite having no reason or incentive to do
so, and not daring to touch the equipment she has unless Adam says
its okay, and being so obsessed she runs through a volcanic area,
burning herself alive until Adam lets her turn on the Varia Suit she
&lt;i&gt;already had&lt;/i&gt;! Then there was
the bloody maternal metaphor, which including such things as Samus
being drawn by a distress signal called a “baby&#39;s cry”, which was
hamfistedly monologued about for a good five minutes. It read like
the developer shockingly realised Samus was a woman and was like “Oh
no! What do women do? Have Babies? Alright, there&#39;s our central
metaphor, we are aware of gender issues!” And then there was the
Ridley fight, where she developed a PTSD that seemed to serve no
purpose but act as a trigger for abuse sufferers and I could go on
for an eternity about it. It was living proof that a bad story badly
told can ruin what was otherwise a very fun game.&lt;/div&gt;
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The
other game was the then-upcoming
Tomb Raider, and I&#39;m glad I waited until I put
the controller before I
touched it. The main dilemma with the game is obvious. The
game is pitted as a reimagining of not only the series&#39; gameplay, but
primarily the series&#39; protagonist, the unflappable Lara Croft. She&#39;s
always been a polarising figure in feminist debate, considered
possibly the greatest emblem of the &#39;Girl Power&#39; era; she kicked
mountains of ass, was a smart, interesting character and was in the
business of tomb raiding entirely for herself, however that was
offset by her image, which was cheesecake and increasingly exploited
to drum up sales (a running gag went for a while in the 90s about
just how big Lara&#39;s breasts would get, given they got bigger each
game). Sexualisation in video games was hardly a new thing in video
games; even Metroid had it if you beat the game fast and complete
enough, but it was one of the most prolific and successful examples.
It was difficult to really condemn or celebrate her as a feminist
figure without coming to complications about representation, she was
too strong to be sexy and too sexy to be strong, apparently. 
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
As an eight year old
struggling with the complicated all weapons code and accidentally
making Lara blow up in Tomb Raider II, all of this went way over my
head, as did most of the sexualisation stuff. It was something you
heard about and giggled about like you did about anything adult when
you were that age; I was too young to understand it enough to be
affected either way. Regardless, I loved Tomb Raider, and tried
really hard to beat it and let her get the Dagger of Xian. 
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
After reminiscing, I kind of
want to play it again, regardless of the fact Lara is a tank in a
tank top in that game. The gameplay was fun and the writing slightly
better than one could expect from that era.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
I was also too young to
realise certain problems with the action girl era. I just thought
they were cool and wondered why there weren&#39;t more of them, then
shrugged and went on to play Mario.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
I really got into the later
three games before this latest reboot (Legend, Anniversary and
Underworld), coded by Crystal Dynamics (who completely incidentally
designed the Gex series of games, which were far too awesome to fade
away). The pacing was quicker, clearly inspired by the Prince of
Persia: Sands of Time series and their flowing parkour style of
platforming (Incidentally, the last game Core Design, the original
makers of Tomb Raider made was called Free Running and somehow was
stodgier than the Tank-like Tomb Raider games they made previously).
Lara&#39;s wit also quickened and sharpened too, the return of series
creator Toby Gard probably having an effect on the direction of the
series. They were fast fun, full of secrets and cool things and had
enough of a plot to string together the more impressive physics
puzzles and set pieces.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
There is a point to this
preamble, I assure you.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
After the allegedly
disappointing sales of Underworld in 2009 (It sold 2.6 million
copies, so take what you will from the &#39;allegedly&#39;), there was much
speculation as to the matter of why it didn&#39;t sell, and in the end
they put the blame on the alleged bulletproofing of the character,
internally dubbing her “Teflon Lara”. She never felt in any
peril, or at least in any believable peril and despite no parkour
platformer ever having serious peril and threat as a part of it
(Prince of Persia in particular making it near impossible to lose
with various timeshifting and magic powers), the decision was to
reboot Lara Croft as a younger, more vulnerable figure who it was
hoped you&#39;d care for more than a climbing running avatar. 
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
The result of this is
already clear to people who saw the reactions to the trailer for
“Tomb Raider” (named pretentiously as such like all reboots to
imply the earlier game never happened. See Also: Prince of Persia).
What was meant to be an attempt to portray Lara as less badass and
more fragile was taken out of proportion by pretty much everyone
(including me). The trailer had over 50 screams and grunts of pain,
there seemed to be a bizarrely fetishistic amount of pain, and most
covered in the press there was an unfathomably uncomfortable scene
with overtones of sexual assault and sexualised violence. None of
this was helped by Ron Rosenberg actually saying they &#39;try to rape
her&#39; in an interview shortly afterwards, and various other things
that caused a majority of feminists to want to lynch the bastard
(including me). It is a shame he positioned the story as because it
meant a large amount of the other things shown in the trailer were
ignored, such as the new gunplay system, hunting, and some more
traditional platforming parts. 
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Blaming all this on a
misunderstanding of the project he was in charge of is a bit of a
fools gambit and doesn&#39;t justify anything he said or implied, but
there was a lot of it. His comments about how Lara becomes like a
wounded animal in a flight or fight scenario or how the player
desires to protect Lara probably sounded innocuous in what he
understood of the game, failing to realise that pretty much
everything he said exuded an unfortunately putrid misogyny,
effectively implying to an unknowing crowd that we are both playing
the damsel in distress and her knight in shining armour. In short,
the way he worded it made it sound like some kind of male power
fantasy that somehow leapt out of the TV and into your lap. Couple
this with the Hitman Absolution trailer and it doesn&#39;t surprise
anyone other than the team at Square Enix and Crystal Dynamics that
there was a huge debate about misogyny in video games (including me,
well, partly).&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
The thing is, what the
project designer says is one thing, and the complete opposite
reaction by Rhianna Prachett, the lead writer is quite another, but
in the end it is down to the finished product and the way the game is
played to reveal something about the video game Zeitgeist and whether
it&#39;s still as hostile to women as was perceived back in June.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/169120860659245149/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/04/on-enjoyment-of-critical-analysis-of.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/169120860659245149'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/169120860659245149'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/04/on-enjoyment-of-critical-analysis-of.html' title='On the Enjoyment of Critical Analysis of Video Games: A Tomb Raider (2013) (Xbox 360) Review Part 1'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-1816363622926647857</id><published>2013-04-05T03:21:00.003+01:00</published><updated>2013-04-05T03:21:57.006+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="2013"/><category scheme="http://www.blogger.com/atom/ns#" term="Clinkening"/><category scheme="http://www.blogger.com/atom/ns#" term="Croft"/><category scheme="http://www.blogger.com/atom/ns#" term="Lara"/><category scheme="http://www.blogger.com/atom/ns#" term="News"/><category scheme="http://www.blogger.com/atom/ns#" term="Raider"/><category scheme="http://www.blogger.com/atom/ns#" term="Review"/><category scheme="http://www.blogger.com/atom/ns#" term="Tomb"/><category scheme="http://www.blogger.com/atom/ns#" term="upcoming"/><title type='text'>New content</title><content type='html'>Hey guys. So much for one update a week at least eh? Well hopefully I can make up for it with a big review I will post in two parts tomorrow on one of the hot topic games at the moment: Tomb Raider. I&#39;ve a hell of a lot to say (in fact i spent the last two and a half hours writing a journal article&#39;s length review on the bloody thing) but I hope you&#39;ll enjoy it.</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/1816363622926647857/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/04/new-content.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1816363622926647857'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1816363622926647857'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/04/new-content.html' title='New content'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-3927308112761606708</id><published>2013-02-13T18:42:00.001+00:00</published><updated>2013-02-13T18:42:04.414+00:00</updated><title type='text'>From the Ark: Disconnect the Head review</title><content type='html'>Hello there, since this week is where I&#39;m at my most busy, It&#39;s time once again to link you to something I did for The Ark Preston. Hope you enjoy&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.thearkpreston.com/2013-02/stephen-james-buckley-disconnect-the-head/&quot;&gt;http://www.thearkpreston.com/2013-02/stephen-james-buckley-disconnect-the-head/&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/3927308112761606708/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/02/from-ark-disconnect-head-review.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/3927308112761606708'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/3927308112761606708'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/02/from-ark-disconnect-head-review.html' title='From the Ark: Disconnect the Head review'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-1356898317596496285</id><published>2013-02-05T20:28:00.000+00:00</published><updated>2013-02-05T20:28:55.465+00:00</updated><title type='text'>From the Ark: Rock Story Part Six</title><content type='html'>More updates to the&amp;nbsp;Clinkening&amp;nbsp;are forthcoming, but in the meantime I&#39;ve been making content for the Ark Preston as ever. This time it&#39;s the fearsome sixth part of Rock Story, where Dave and the Project Unicorn boys face their oddest test yet, available &lt;a href=&quot;http://www.thearkpreston.com/2013-02/guest-rant-david-rose-project-unicorn-%E2%80%93-rock-story-part-six/&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Also, since I didn&#39;t properly link the previous Elohymn review, well, &lt;a href=&quot;http://www.thearkpreston.com/2013-01/elohymn-pale-blue-dot/&quot; target=&quot;_blank&quot;&gt;here you go you lovely people&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Once my proposals and research is sorted out, updates will still be regular but there&#39;ll be more Clinkening content along with the Ark content.&lt;br /&gt;
&lt;br /&gt;
Stay safe and always hug it out.&lt;br /&gt;
&lt;br /&gt;
HuggyDave</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/1356898317596496285/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/02/from-ark-rock-story-part-six.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1356898317596496285'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/1356898317596496285'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/02/from-ark-rock-story-part-six.html' title='From the Ark: Rock Story Part Six'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-2052152875181132892</id><published>2013-01-29T02:50:00.001+00:00</published><updated>2013-01-29T02:50:04.418+00:00</updated><title type='text'>New Review for the Ark</title><content type='html'>Well, here is a new review from me on the Ark Preston, about a cool Prog Rock album, regular updates coming up this week.&lt;br /&gt;
&lt;br /&gt;
http://www.thearkpreston.com/2013-01/elohymn-pale-blue-dot/</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/2052152875181132892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/01/new-review-for-ark.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/2052152875181132892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/2052152875181132892'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/01/new-review-for-ark.html' title='New Review for the Ark'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-8507743368292614325</id><published>2013-01-19T23:41:00.004+00:00</published><updated>2013-01-19T23:55:32.333+00:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Baudrillard"/><category scheme="http://www.blogger.com/atom/ns#" term="better"/><category scheme="http://www.blogger.com/atom/ns#" term="birchill"/><category scheme="http://www.blogger.com/atom/ns#" term="Clinkening"/><category scheme="http://www.blogger.com/atom/ns#" term="Feminism"/><category scheme="http://www.blogger.com/atom/ns#" term="fuck"/><category scheme="http://www.blogger.com/atom/ns#" term="I"/><category scheme="http://www.blogger.com/atom/ns#" term="is"/><category scheme="http://www.blogger.com/atom/ns#" term="julie"/><category scheme="http://www.blogger.com/atom/ns#" term="PCC"/><category scheme="http://www.blogger.com/atom/ns#" term="than"/><category scheme="http://www.blogger.com/atom/ns#" term="the"/><category scheme="http://www.blogger.com/atom/ns#" term="this"/><category scheme="http://www.blogger.com/atom/ns#" term="Transexualism"/><category scheme="http://www.blogger.com/atom/ns#" term="what"/><title type='text'>Birchillgate: Or the irony of the Oppressed Oppressing the Oppressed</title><content type='html'>&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto; text-align: center;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXgnEAFnprtKdaN33j2NPhyUl5yVJgj3vnZuLYE7mCHN2KS_p32gyvWumZUbPd34XAq9DEHrVZTVc21Htfk7twXt327vyVmr1jOVzN1zg40ZzupGMchwxW8Y6kafhG_jnFb2IQOnN4MlF5/s1600/dys4ia.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;247&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXgnEAFnprtKdaN33j2NPhyUl5yVJgj3vnZuLYE7mCHN2KS_p32gyvWumZUbPd34XAq9DEHrVZTVc21Htfk7twXt327vyVmr1jOVzN1zg40ZzupGMchwxW8Y6kafhG_jnFb2IQOnN4MlF5/s320/dys4ia.png&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Screenshot from &lt;a href=&quot;http://www.auntiepixelante.com/?p=1515&quot; target=&quot;_blank&quot;&gt;Dys4ia&lt;/a&gt;, an autobiographical game about gender reassignment surgery&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
&lt;br /&gt;
I should start with a bit of
a set up for this, since it&#39;s a bit out there as far as a Clinkening
topic (although I’ve touched on gender politics before). I
originally wanted to write this for the Clinkening last week, but
thanks to my phenomenally stupid time management skills, I was two
busy fighting the two headed viper of essay deadlines and sleep
deprivation to really be able to do it justice.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
And I suspect I&#39;ll have
to to get away with this one.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
My attention was drawn during one of my
all-too-frequent breaks from my essays to an article by bastion of
tact Julie Birchill and her article “Transsexuals Should Cut it
Out” (now removed from Comment is Free, so reference will be to the
&lt;a href=&quot;http://blue-burmese.blogspot.co.uk/2013/01/transsexuals-should-cut-it-out.html&quot; target=&quot;_blank&quot;&gt;“We&#39;ve got some clowns...” archived&lt;/a&gt; version of it), in which she
throws out every trans slur possible in the name of explaining how a
“bunch of dicks in chicks&#39; clothing” have no right to contribute
to the feminist agenda, and that apparently their issues aren&#39;t
important enough to discuss.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
I originally was a bit wary of entering
a debate where, as not a woman, nor a transsexual outside of maybe
Baudrillard&#39;s definition (where we all are), but since this is as
much a debate on excluding voices as it is on the feminist Zeitgeist,
I figured it&#39;d be ironic enough for me to get away with it. So let&#39;s
be balanced about it, let Birchill get her day in court.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
The purpose of the article was as a
response to criticism of lauded (and controversial: infamous feminist
critic Germaine Greer famously describing her: “hair birds-nested
all over the place, f***-me shoes and three inches of fat cleavage”)
feminist writer Suzanne Moore, who posted an extract from her latest
book &lt;i&gt;Red: The Waterstones Anthology&lt;/i&gt;
about the &lt;a href=&quot;http://www.newstatesman.com/politics/2013/01/seeing-red-power-female-anger&quot; target=&quot;_blank&quot;&gt;power of female anger&lt;/a&gt;. For the most  part the piece was
Marxist-inspired discussion of the seeming reversal in gender
equality in the last five years, its causes and the
warning to the powers that be that women wouldn&#39;t be put down and
pulled down anymore by identity politics and
tokenism. However, in what
she calls a &lt;a href=&quot;http://www.guardian.co.uk/commentisfree/2013/jan/09/dont-care-if-born-woman?INTCMP=SRCH&quot; target=&quot;_blank&quot;&gt;“throwaway line”&lt;/a&gt;, she comments on the subject of
image and gender politics:&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; margin-left: 0.51cm;&quot;&gt;
The cliché is
that female anger is always turned inwards rather than outwards into
despair. We are angry with ourselves for not being happier, not being
loved properly and not having the ideal body shape – that of a
Brazilian transsexual. 
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; margin-left: 0.51cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
The “Brazilian transsexual” line
was a moment of pretty phallic stupidity to be quite honest, a point
where Moore lost the point of her argument and relied on pretty lurid
stereotypes. Unless she was talking in a kind of Baudrillardian sense
– that the body has become an “artifice” that is crafted and
constructed to the point where it is no longer sexually attractive in
a physiological sense but in the sense of its image, it&#39;s constructed
image – then perhaps I can see where Moore was going with that. But
as she later admitted it was a throwaway line meant to spice it up,
transsexual commenters, writers and the like were justifiably upset,
as were actual Brazilian transsexuals, given Brazil&#39;s appalling
record on trans crime, despite it&#39;s Carnival reputation. Moore&#39;s
responses weren&#39;t entirely convincing, mainly because she didn&#39;t
offer a true act of contrition for it (she has apologised for it
though, that should be pointed out), more asking for perspective on
the &#39;real issues&#39; and the real enemies.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
Yeah, denigrating trans issues is
TOTALLY going to make them feel united and that they are part of a
universal struggle for equality. 
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
So yeah, there was a lot of classic
“Feminism is Middle Aged White Women” issues with Moore&#39;s
article, and that arrogant lack of self-awareness that broke down the
Women&#39;s Liberation Movement by the early eighties (Women&#39;s liberation
being the name for the largest fragment of second wave feminism), but
on the whole its focus was elsewhere, and the issue the trans
community seemed to have with it was as much about flippancy as it
was about actual offence.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Birchill on the other hand...&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Right, I&#39;d better get this out of the
way; I have a lot of bile built up from reading the piece repeatedly
so I&#39;d better get it out of the way. The article was pretty close to
fucking abuse, and it&#39;s fairly fucking ironic that she in the tagline
harps on that “it&#39;s never a good idea for those who feel oppressed
to start bullying others in turn” as she spends the entire article
denigrating, belittling and attempting to silence trans people,
ending with an outright threat:&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
“Shims, shemales, whatever you&#39;re
calling yourselves these days – don&#39;t threaten or bully us lowly
natural-born women, I warn you. We may not have as many lovely big
swinging Phds as you, but we&#39;ve experienced a lifetime of PMT and
sexual harassment and many of us are now staring HRT and the
menopause straight in the face – and still not flinching. Trust me,
you ain&#39;t seen nothing yet. You really won&#39;t like us when we&#39;re
angry.”&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Yes Ms Birchill, it really isn&#39;t a good
idea to bully others because you feel oppressed, is it?&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Right, with that out of the way, my
vitriol back to safe levels, it&#39;s time to try and break down
Birchill&#39;s argument, such that it is. What is Birchill trying to say,
other than “chicks with dicks” need to stop haressing her friend
because they have the foolish right to believe that they can be
accepted as women, who they mentally have always been but physiology
has betrayed?  Because, if one line sums up Birchill&#39;s argument is,
funnily enough, a quote from Moore herself “&#39;People can just fuck
off really. Cut their dicks off and be more feminist than me. Good
for them.&#39;” There is the notion that there is some kind of
competition between M to F transsexuals and born women, as if only
one of these groups represents “true” feminism, and more
tellingly that there is somehow a conspiracy that men undergo gender
reassignment therapy (a series of painful, intrusive, long term
procedures) purely, as Birchill eloquently puts it “to have your
cock cut off and then plead special privileges as women”. Actually,
she summed it up much better here in a piece simply entitled&lt;a href=&quot;http://www.guardian.co.uk/lifeandstyle/2001/jan/20/weekend.julieburchill&quot; target=&quot;_blank&quot;&gt; &#39;Gender Bending&#39;&lt;/a&gt;:&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Transsexualism is, basically, just
another, more drastic twist on the male menopause, which in turn is
just another excuse for men to do as they please.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
You really do become the thing you hate
don&#39;t you? Also, I&#39;m glad thirteen years of thought has led you to
the same tired conclusion Ms Birchill.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
So, to summate, she&#39;s a hateful writer
who apparently twists an agenda initially based on the fight for
equality to turn it against people she considers “no true Sco- I
mean Women!” and in doing so undermines her cause, the cause for
feminism (by proving a lot of crtics of feminism absolutely right)
and damaged the credibility of The Observer, the newspaper this
hateful polemic initially appeared in. &lt;a href=&quot;http://www.guardian.co.uk/commentisfree/2013/jan/18/julie-burchill-and-the-observer&quot; target=&quot;_blank&quot;&gt;This has sent ripples throughthe intelligentsia&lt;/a&gt;, most of which siding against Birchill if not for
her toxic views than at least for the way she said it and has led to
the &lt;a href=&quot;http://www.guardian.co.uk/commentisfree/2013/jan/14/1?CMP=twt_gu&quot; target=&quot;_blank&quot;&gt;removal of the article&lt;/a&gt; (for breaking large swathes of the code of
conduct, namely the bit about using language offensive to   various
groups) and really in the end proving her own immaturity while doing
so.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
I&#39;d say that Julie Birchill should cut
it out, but I don&#39;t think the choice is in her hands now that the PCC
is involved...&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
It&#39;s a pretty&amp;nbsp;incendiary debate, so comments are welcome, but try to keep them civil.&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Stay safe and always hug it out, no
matter who you are&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Huggy Dave&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/8507743368292614325/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/01/birchillgate-or-irony-of-oppressed.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8507743368292614325'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8507743368292614325'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/01/birchillgate-or-irony-of-oppressed.html' title='Birchillgate: Or the irony of the Oppressed Oppressing the Oppressed'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXgnEAFnprtKdaN33j2NPhyUl5yVJgj3vnZuLYE7mCHN2KS_p32gyvWumZUbPd34XAq9DEHrVZTVc21Htfk7twXt327vyVmr1jOVzN1zg40ZzupGMchwxW8Y6kafhG_jnFb2IQOnN4MlF5/s72-c/dys4ia.png" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-7030420538840411350</id><published>2013-01-18T17:09:00.005+00:00</published><updated>2013-01-18T17:09:58.794+00:00</updated><title type='text'>The Ark Presents: Rock Story</title><content type='html'>Hey, just a quick update to say that &lt;a href=&quot;http://www.thearkpreston.com/2013-01/guest-rant-david-rose-project-unicorn-%E2%80%93-rock-story-part-five/&quot; target=&quot;_blank&quot;&gt;Rock Story Part Five&lt;/a&gt;&amp;nbsp;is&amp;nbsp;up on The Ark Preston. There may be another post before I go off to gig tonight. Full Disclosure part one should be uploaded sometime this weekend, when I can stomach listening to the full discography of the artist I&#39;m doing.&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
Stay safe and hug it out&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
HuggyDave&lt;br /&gt;&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
Previous parts:&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;a href=&quot;http://www.thearkpreston.com/2012-10/guest-rant-david-rose-project-union-rock-story-part-one/&quot; target=&quot;_blank&quot;&gt;Part One&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;a href=&quot;http://www.thearkpreston.com/2012-11/guest-rant-david-rose-project-unicorn-%E2%80%93-rock-story-part-two/&quot; target=&quot;_blank&quot;&gt;Part Two&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;a href=&quot;http://www.thearkpreston.com/2012-11/guest-rant-david-rose-project-unicorn-%E2%80%93-rock-story-part-three/&quot; target=&quot;_blank&quot;&gt;Part Three&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;a href=&quot;http://www.thearkpreston.com/2013-01/guest-rant-david-rose-project-unicorn-%E2%80%93-rock-story-part-four/&quot; target=&quot;_blank&quot;&gt;Part Four&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/7030420538840411350/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/01/the-ark-presents-rock-story.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7030420538840411350'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7030420538840411350'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/01/the-ark-presents-rock-story.html' title='The Ark Presents: Rock Story'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-8207342302483197027</id><published>2013-01-09T00:46:00.001+00:00</published><updated>2013-01-09T00:46:27.153+00:00</updated><title type='text'>New Year New Clinkening? </title><content type='html'>&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Hello there, empty space.
It&#39;s been quite a while since I last updated, and I suppose some of
the people who would be there if there wasn&#39;t anyone there would
probably be asking whether there is actually a point of returning to
the site after a four month hiatus, particularly since the blog
didn&#39;t really have a focus to begin with. That is an interesting
question, though one I don&#39;t think I&#39;ll actually end up answering
tonight.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Instead I will start with a
question quite literally noone is asking! What happened to the
updates? Why were you away so long? The answer to that is simply
being too busy to work on the site, most of the abandonment came when
I went back to start my MA, and was dealing with the workload,
commitments and issues that stem from that and with various side
projects on top of that (My Band, stuff with the Ark Preston I&#39;ll
discuss below, newspaper stuff when that ran), time became the enemy.
Really I suppose the entire point of a blog is to comment on your
world and what matters to you but I&#39;ve always struggled with blogging
about issues centralised to me personally. I struggle a bit more to
wrangle humour out of that kind of stuff and I guess at the time I
saw that as a problem rather than a challenge. I also wanted to
prepare for NaNoWriMo, which went about as well as a demented chicken
trying to swim breaststroke (Cue groan), and with that I felt my
creative juices were expended and decided to cut my losses and write
the rest of the year off to find my muse as it were, and see if I can
use the Clinkening, the tabula rasa that it is, to help me find my
muse and have some kind of semi-permanent place for my thoughts as
they float down the stream of consciousness. 
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
I guess I did kind of answer
my question after all.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
So what does this mean for
the site? Well, I&#39;m aiming (this &lt;i&gt;is&lt;/i&gt;
my new years resolution so don&#39;t hold out too much hope) to have at
least one update posted a week, but most likely it&#39;ll be between two
and four, most of them little mini updates or signposts to
stuff I do on other sites (Yes I contribute to other places! Clearly
they didn&#39;t read the warning signs), but some being more substantial.
The substantial things will include comments on current events that
matter to me of course, reviews of various media (I have been meaning
to do more strange Rock/Metal reviews for &lt;a href=&quot;http://www.rocsoc.org/&quot; target=&quot;_blank&quot;&gt;RocSoc&lt;/a&gt;, and the thought
constantly strikes me to continue a certain segment from another
blog...). I also have a few more features in mind for the site that
will probably rotate on a semi-frequent basis. I&#39;ve
not finalised the other potential ones, but the first will be &#39;Full
Disclosure&#39;, a challenge of sorts for me based on the judgemental,
blindly critical sorts on the internet who I seem to argue with on
music on a frequent basis, believing somehow that Led Zep are
representative of music in the 70s and Justin Bieber of music of the
2010s. I seek to find one question in that “Is such and such really
that bad?”, and hopefully, given the strain of essay deadlines that
will be the other update this week. I might also do some more top ten
lists based on strange criteria, since the one I did on baffling pop
singles seemed to go over quite well. The final stuff really will be
artsy stuff, writing mostly,
maybe a little art, things I&#39;m ordinarily not brave enough to
showcase on &#39;the net&#39;, as well as things and comments and overspill
relating to my work on other
sites. Oh and Cat in A Hammock will surely continue, if only because I&#39;m sure I&#39;ll need to chill out and look at cute cat pictures.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Well,
that sums up pretty much
everything I wanted to say. I made the mistake of not signposting my
other work but most of my stuff can be read on The Ark Preston
(&lt;a href=&quot;http://www.thearkpreston.com/&quot;&gt;www.thearkpreston.com&lt;/a&gt;)
where I do song &lt;a href=&quot;http://www.thearkpreston.com/author/davidrose/&quot; target=&quot;_blank&quot;&gt;reviews&lt;/a&gt; and a &lt;a href=&quot;http://www.thearkpreston.com/category/guest-rant/&quot; target=&quot;_blank&quot;&gt;regular feature&lt;/a&gt; about the trials and
tribulations of my band Project Unicorn (at the moment annoyingly
called &#39;Rock Story&#39;; I&#39;ll get that changed), and if I end up
providing content for any other websites I will keep you all updated.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Until
then, stay safe, and always hug it out&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
HuggyDave (&lt;a href=&quot;https://twitter.com/HuggyDave&quot; target=&quot;_blank&quot;&gt;@huggydave &lt;/a&gt;on Twitter)&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/8207342302483197027/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2013/01/new-year-new-clinkening.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8207342302483197027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/8207342302483197027'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2013/01/new-year-new-clinkening.html' title='New Year New Clinkening? '/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-5213793630993634293</id><published>2012-09-27T01:57:00.000+01:00</published><updated>2012-09-27T02:08:59.437+01:00</updated><title type='text'>The Avatar for Dicklessness: A Follow Up</title><content type='html'>&lt;br /&gt;
&lt;div align=&quot;CENTER&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXhenjJvYJt9PjwcOh4JiM4_IipfQqJpUGD0mdqw65lw3HZuehz8k2Sj4Yrvl0NlZLNI1vK0FSaBBgz6zM-matv46e8vK-4SDmrq_A4r4Dpp8PttWf3nrQXhFqnKa_lOgk80eeQBcNRCSo/s1600/CleggApology.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXhenjJvYJt9PjwcOh4JiM4_IipfQqJpUGD0mdqw65lw3HZuehz8k2Sj4Yrvl0NlZLNI1vK0FSaBBgz6zM-matv46e8vK-4SDmrq_A4r4Dpp8PttWf3nrQXhFqnKa_lOgk80eeQBcNRCSo/s320/CleggApology.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div align=&quot;CENTER&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;CENTER&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;i&gt;Screenshot from Clegg&#39;s Upcoming film &quot;When the Dickless was a Dick&quot;&lt;/i&gt;&lt;/div&gt;
&lt;div align=&quot;CENTER&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
I don&#39;t tend to follow up on
articles I&#39;ve done before, mainly because the kind of issue I talk
about tends to just vanish into zeitgeist several days before I
discuss it, given my flaky writing schedule. But, given that Nick
Clegg, the Avatar of Dicklessness that he is has recorded a Youtube
video apologising for betraying the British public at large,[insert
link to Clegg apology] I suspect I may need to discuss him for
probably the last time before his resignation and suicide.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
So, Nick Clegg, what can
really be said about him other than he has about as much political
credibility as Vanilla Ice? He was the imagination catching young
pragmatic leader of the Lib Dems who won people over with promises he
immediately capitulated on within weeks of forming a coalition
government with David Cameron&#39;s conservatives and since then has an
YouGov approval rating so low he&#39;s often beaten by the woodworms in
the Speaker&#39;s chair, all the while surrendering what little
compromises he aimed to get, only to be shafted for the benefits he
clamoured for. Alternative Voting went the way of the dodo and Lord&#39;s
Reform was such an abject embarrassment that talking about the
proposal is grounds for &amp;lt;REDACTED&amp;gt;.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
But past his utter
incompetence, deer-in-headlights demeanour and the biggest betrayal
to students since Sky1 stole the rights to Blockbusters, I&#39;ve always
struggled to really hate him. He&#39;s too pathetic and his actions to
inane to really do anything but pity the whipped compromised little
sod.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Well, you know what they say
about buses...&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Last Wednesday, the LibDem
Youtube channel posted &#39;No easy way to say this...&#39;: Nick Clegg&#39;s
&#39;apology&#39; for the Night of the Long Fees. You&#39;ll notice &#39;apology&#39; is
in inverted commas, since simply saying sorry does not an apology
make, and he made it a point that he wasn&#39;t sorry for lying to the
British public, or for breaking a signed pledge he was photographed
with and could probably be fairly considered a big reason he&#39;s in the
cushy chair in the Rose Garden he&#39;s in now. Instead, he&#39;s apologising
for making the promise to begin with. For hoodwinking the British
public, lying to his voter base (who will likely never vote yellow or
blue again as long as they remember) and generally dragging himself
and his party through the mud like an obedient lap dog, not even
needing a bone, but the mere potential of getting a bone to do
anything good Master Cameron asks. It was pretty embarrassing stuff,
and it didn&#39;t need to be. If he&#39;d actually been honest, and both
admitted his wrongdoing and begun to criticise policies he was
complicit in but couldn&#39;t in clear conscience believe in, maybe some
progress could be made, the bridges torched by the napalmic fallout
of tuition fees could begin to be designed by more competent
architects and Nick Clegg might have had a chance of keeping a job
coming into 2015. Instead we get more platitudes that confirm that
Clegg not only will continue this pointless rightward trend, but
firmly believes it&#39;s the morally correct thing. 
&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
In essence he apologises for
deceiving you into voting for him.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Now, I was going to finish
and post this and have done with it, but of course, the LibDem
conference had just been, and with that came another hilariously
misguided speech by Mr Clegg, who seems to believe everything he&#39;s
doing is actually in some way effectual. Typically, a keynote speech
halfway or so into a parliamentary term usually reflects on the
hurdles crossed and the challenges left to go, all the while showing
why this party is doing the right thing. Bereft of any political
ground to actually make a speech like that, given their abject
failure to keep any of their election promises, pledges or parts of
their manifesto and become the pussy party of the rich, Clegg goes
for the one thing that he has left to put front and centre of his
election plans: Taxation. Carefully ignoring the fact that this is
once again a thing he capitulated on by allowing the highest rate of
tax to be reduced by a twentieth (doesn&#39;t sound like much but remind
me, what is a twentieth of a hundred billion pounds again?), with no
progress being made towards a means for stopping tax havens. Well,
there is the mansion tax, and that was front and centre of half the
speeches, but as a top tip for all you budding politicians out there,
if the coalition partner laughs off your cute plan to tax the rich
within hours of you announcing it, you&#39;re kind of dead in the water.&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
Oh, and if you have people
in your party who believe a &#39;classic&#39; (aka the reason voters identify
your party) party line,  don&#39;t insult them by calling them dinosaurs
and telling them the party they love is gone and won&#39;t be coming
back. Furthermore, if you must tell them that the old party line is
gone, don&#39;t quote Peter Mandleson&#39;s endlessly mocked “Stop the
world I want to get off” slice of hypocrisy while you do it.&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
So, after three and a half
years of avoiding both of the Clegg bandwagons (love him or loathe
him), where am I left, other than voting Green again? Well I consider
Clegg at best an idiot at this point, and at worst a mendacious
loathsome toadying cad who has prostituted himself, his party and his
reputation for a power grab that got him literally nowhere. He may
think longingly of the Rose Garden days, but I think he will very
rudely and very quickly learn that every rose has its thorn.The Avatar for
Dicklessness: A Follow Up&lt;/div&gt;
&lt;div align=&quot;CENTER&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align=&quot;LEFT&quot; style=&quot;margin-bottom: 0cm;&quot;&gt;
HuggyDave&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/5213793630993634293/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2012/09/the-avatar-for-dicklessness-follow-up.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/5213793630993634293'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/5213793630993634293'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2012/09/the-avatar-for-dicklessness-follow-up.html' title='The Avatar for Dicklessness: A Follow Up'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXhenjJvYJt9PjwcOh4JiM4_IipfQqJpUGD0mdqw65lw3HZuehz8k2Sj4Yrvl0NlZLNI1vK0FSaBBgz6zM-matv46e8vK-4SDmrq_A4r4Dpp8PttWf3nrQXhFqnKa_lOgk80eeQBcNRCSo/s72-c/CleggApology.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-7826063202849570944</id><published>2012-08-31T01:57:00.001+01:00</published><updated>2012-08-31T01:57:36.484+01:00</updated><title type='text'>Cat In a Hammock: Because I Think We Need It</title><content type='html'>&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZmRrkl0RXXCRz7veSInXxYm6wvPJRHIqYwJmJ9wBBVEScKfxcWMkBWNZkUxU5TjWyhBGsUobf3Qa6XiQqeCvp3EB-OfbSUUAqnlow_pqTP4VThChmZqTPeRE83qwYYHKIWhIV1VNRCqA2/s1600/catcrib_2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZmRrkl0RXXCRz7veSInXxYm6wvPJRHIqYwJmJ9wBBVEScKfxcWMkBWNZkUxU5TjWyhBGsUobf3Qa6XiQqeCvp3EB-OfbSUUAqnlow_pqTP4VThChmZqTPeRE83qwYYHKIWhIV1VNRCqA2/s320/catcrib_2.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Welcome Philosocats, and
muse with me as we take another well earned break and reflect on the
world within ourselves, our own personal issues and dreams and hopes
and future. Join me will you on this journey of self-enlightenment
will you as we explore what the last week has held for us? And what
the future holds as well?&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Of course, this being a written post
that you can&#39;t contribute to until it&#39;s the end, for the most part
this will be me just talking about personal news and news on the
site, since I&#39;m not terribly good at the personal part of this
&#39;personal&#39; blog. In fact let&#39;s talk about this...&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Because the last week had the first
post on the site that wasn&#39;t mine, and I&#39;m rather glad of the
reception that got. Bit of backstory behind it; I was asked to put it
on by Heather, the writer of the article, because she wanted it out
there and didn&#39;t really have a blog of her own to put it. I was a bit
worried at first since it was a very serious subject being placed in
between me overanalysing pop culture, attacking politicians and
cracking wise, so I didn&#39;t want the importance of what she&#39;d written
to be undermined by my usual content. Most of the people that got in
touch with me about it (Shameless Plug time! Twitter&#39;s &lt;a href=&quot;https://twitter.com/HuggyDave&quot;&gt;@HuggyDave&lt;/a&gt;, I
respond to everything or leave a comment down below) were very
supportive though, which helped, and it&#39;s also why I&#39;ve subtly
changed the tagline and might change it further, since it&#39;s not
really a &#39;personal blog&#39;  but more a collation of views, because I&#39;m
pretty terrible at writing about my own life, it feels too much like
I&#39;m bragging or trying to elicit some kind of sympathy when I try.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
That said, I probably should put more
individually creative fare up here, like short stories or whatever,
show I&#39;m more than just a grumpy ranting lunatic. Expect the content
to hopefully get a bit more esoteric. Also, I need to really finish
the next part of &#39;Girl Depowered&#39;. That should hopefully be a bit
more analytical and actually provide some clear scope of what i&#39;m
trying to accomplish.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
I don&#39;t think there&#39;s any other site
news, so I guess I&#39;ve got to go into my personal life don&#39;t I? Well,
I suppose I should explain what I do when I&#39;m not writing this stuff.
My main stuff outside of my post-graduate study and the endless
sleepless nights and uncertainty applying for funding and loans
provides includes the band I&#39;m the lead singer of, a metal outfit out
of Lancaster called &lt;a href=&quot;http://www.facebook.com/pages/Project-Unicorn/358581530831982?ref=ts&quot;&gt;Project: Unicorn&lt;/a&gt; (Look us up, we actually exist)
and already we&#39;ve got some pretty exciting gigs coming up in
Lancaster, so if you&#39;re around Lancaster in the next four months,
might be worth a look. We even got reviews calling us “pleasantly
surprising”!&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
There&#39;s a reason I&#39;m hardly a marketer.&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
There&#39;s also the writing/editing gig I
have with local student newspaper &lt;a href=&quot;http://www.facebook.com/TheWhistleblowerNewspapers&quot;&gt;The Whistleblower&lt;/a&gt;, which takes up
quite a bit of my time, but on the plus side means I actually have
relevant job experience working for a newspaper! On top of that
there&#39;s my other personal writing projects I have, projects I really
need to work far more on than I have over summer. I&#39;ve gotten lazy
apparently.&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Well, this was short compared to most
of my posts, but I personally feel better for doing this. See ya next
week when I will have the need to do this again! Or otherwise feel
the urge to cleave through things with a giant axe.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm;&quot;&gt;
Keep musing, Philosocats!&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/7826063202849570944/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2012/08/cat-in-hammock-because-i-think-we-need.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7826063202849570944'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7826063202849570944'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2012/08/cat-in-hammock-because-i-think-we-need.html' title='Cat In a Hammock: Because I Think We Need It'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZmRrkl0RXXCRz7veSInXxYm6wvPJRHIqYwJmJ9wBBVEScKfxcWMkBWNZkUxU5TjWyhBGsUobf3Qa6XiQqeCvp3EB-OfbSUUAqnlow_pqTP4VThChmZqTPeRE83qwYYHKIWhIV1VNRCqA2/s72-c/catcrib_2.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2665415496272969174.post-7771115886623735678</id><published>2012-08-30T00:46:00.003+01:00</published><updated>2012-08-30T00:46:27.658+01:00</updated><title type='text'>Quick Round Of Important News Events</title><content type='html'>&lt;br /&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Right, since I’ve been
frantically hurrying with applications for this and that regarding my
upcoming M.A (along with a budding addiction to Tales of Symphonia),
I&#39;ve been a little behind with the really important (and somewhat
relevent to my ongoing projects) news stories that have come in, so
rather than get even further behind, I&#39;ll quickly talk about them
here&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
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The first two, joyeously
(and totally without gallons of sarcasm dripping from my every pore
as I say it) is about sexism and sexual crimes. I suppose I should
start with the utter farce that is the Julian Assange affair, an
utter comedy of errors that ensures that noone actually gets justice.
To those of you living in a box and unaware of the story, I&#39;ll
condense it as much as possible. Julian Assange is the head of
Wikileaks who is wanted by the Swedish authorities under allegations
of sexual assault which are under Swedish law considered to be rape.
A lot of people will note the pointedness of my description there,
but I want to avoid any accusations of partisanship, with this,
because I genuinely want both sides to get what they want. Julian
Assange fears he will be extradited in secret to the US (there&#39;s a
precedent for it in Sweden which even the UK hasn&#39;t stooped to –
yet) and since it is within the powers of both the UK and Sweden to
assure him that he will not be extradited to a third party where he
faces execution and/or torture, it surely should not be too much of a
stretch to offer him safety while he is being questioned. The UK
after all is the same country that allowed asylum for a former despot
who killed tens of thousands and raped or ordered the rape of
thousands. On the opposite side, you do have two women who are
currently being accused of being a honey trap but on that same note
they deserve their chance to be heard out and this saga in their
lives to be drawn to a close. I suspect at the end of it, most
people, regardless of whether they, like all of these ludicrous
forced dichotomies, side with one or the other being pulled by
misinformation on both sides, all want Julian Assange to not be
extradited to the US to be tortured and killed (potentially, there is
a precedent for this), while on that same note wanting justice to be
meted by and to all involved parties.&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Nevertheless there have been
some crazies around to fuck that up.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
In an update to the story
which helpfully links me to the next part of this, George “I Was in
Big Brother Once” Galloway made an ass of himself by claiming that
Assange is at worst guilty of “bad sexual etiquette, and arguing
that once you&#39;re in bed and have had sex people assume they are “In
the sex game” and thus he&#39;s not guilty. I&#39;m not going to accuse him
of being a rapist cheerleader or a horrible misogynist brute of a
man, but he absolutely is an idiot. Not getting past the initial
“it&#39;s illegal in Sweden” thing, it should be noted that this
logical path is pretty dangerous. Essentially he&#39;s saying that once
consent is given that&#39;s it, the people involved have carte blanche to
do whatever they want with each other. There have been many legal
precedents that have shown this to be wrong in UK legislation (Most
notably DPP vs Morgan [1974], where consent was not given but
recklessly assumed) and of course R vs R [1991], which showed that
marriage (the ultimate consent into &#39;the sex game&#39; in some circles)
did not imply consent. There are others, where the terms of consent
change but essentially UK law proves Mr Galloway wrong, let alone
Swedish law, where sex while sleeping (having given consent before)
and sex without protection are sexual offences that can constitute
rape. The issue is that while Galloway is a fool and is rightly
pilloried for this, he&#39;s far from the only one thinking this, and
believing in a very specific type of rape, the worst examples of such
come from over the pond...&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Ah, the American right wing,
making Richard III seem increasingly pleasant with each passing day!
The order of the day, once again is women&#39;s health, being oddly
perversely interested in women&#39;s biology, which I assume is old white
politician&#39;s idea of porn or something, since actual porn is not only
sinful but found too often on pastor&#39;s computers for them to take the
risk. So yeah, it&#39;s more   abortion talk, with two sides to it, both
as despicable and disgusting as each other. Do you pick Todd Akin,
whose beliefs on women&#39;s biology must go back to the Dark Ages? He
believes that somehow in cases of &#39;legitimate rape&#39; (quite what makes
non-consentual sexual assault &#39;legitimate&#39; was never explained) a
woman&#39;s body can shut itself down and thus stop conception. It&#39;s
scary how people this balls-out insane can hold positions of power,
but even he was pilloried for his position. Or do you pick Mitt “I
lied about pretty much everything except my silly name” Romney&#39;s
running mate Paul Ryan, who is one of the worst kind of bible bashing
politicians, believing that abortion should be illegal even in cases
of rape (and presumably that the rapist father deserves visitation
rights). The last time such horribly misogynistic legislation was
considered, they at least paid 60 silver shekles (well, their family
was, fucking Leviticus)! I could go on and on about this, but really
it would essentially degenerate into permutations of “WHY?! Holy
fuck why?!” and I don&#39;t think anyone needs to see that.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
In other, less horrible news
(I stress the qualifier &#39;less&#39;), the sad saga of Nick Clegg
continues, as his wealth tax idea (basically rich people pay money to
the country too! What a bizarre concept!) is ignored, not even put on
the fridge in the Liberal Democrat canteen. It wasn&#39;t an especially
good idea, but I suspect was never going to appeal to the Tory base
(I.e. Horrible horrible rich bastards). Kudos for trying though.&lt;/div&gt;
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&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Finally for this little
catch up thing we have the Paralympics. After I outed myself as a
giggling pathetic Olympic fanboy/nationalist the last time we talked
about it, I will be a bit more reserved this time. The Opening
Ceremony is absolutely worth a look, if only to see Stephen Hawking,
and Ian McKellen playing John Geilgood&#39;s Prospero. That said, there
is a dark undercurrent with both of the Games involving their
sponsors. People have mocked how Coca Cola and McDonald&#39;s both
sponsored the games despite their large contribution to the ill
health of the whole world, as well as BP for polluting and killing
the rest of it, but ATOS is the big stickler for me. While the former
three harm a large amount of people and thus would ruin potential
athletes, ATOS sponsors an event that is celebrating the ability and
triumph of disabled people over their various adversities and yet at
the same time is not supporting disabled people to the point that&lt;a href=&quot;http://blogs.mirror.co.uk/investigations/2012/04/32-die-a-week-after-failing-in.html&quot;&gt;people are starting to die despite being determined &#39;fit for work&#39; byATOS&lt;/a&gt;.Which is pretty literally like shaking your hand with one hand and
plunging the knife in your back with the other. Something needs to
happen when 32 people are dying a week under this new regime.&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
&lt;br /&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 0cm; text-align: left;&quot;&gt;
Now, under that delightful
note, pleasant dreams.&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://clinkening.blogspot.com/feeds/7771115886623735678/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://clinkening.blogspot.com/2012/08/quick-round-of-important-news-events.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7771115886623735678'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2665415496272969174/posts/default/7771115886623735678'/><link rel='alternate' type='text/html' href='http://clinkening.blogspot.com/2012/08/quick-round-of-important-news-events.html' title='Quick Round Of Important News Events'/><author><name>Huggy Dave</name><uri>http://www.blogger.com/profile/17690013973980400419</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>