Political theatre and sock-puppet ideologies take centre stage on the dusty red plains of Mars, as Blasphemous Geometries examines the latest instalment in the Red Faction franchise.
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Somewhere, out in the mists of possibility that exist between universes and states of being, there is a game that begins in this fashion :
Your character is sitting in a cramped bedroom in front of a computer. Behind him, on the wall, is the green flag of Hamas (provided by someone down at the mosque, it serves both as a political statement and as a way of covering up an old poster of Ronaldinho. Your character clicks the mouse button and the webcam starts recording. He reads a prepared speech about Gaza and the West Bank and concentrates upon keeping any signs of emotion from his voice. Martyrs, he has been told, must be proud. He has to stop and start again when his voice cracks into an embarrassing squeak on the word ‘Jihad’. He rides his bike to a lock up on the other side of town. A van has been packed with explosives and a primitive trigger that appears to be a wiimote. You snort your amusement at the in-joke. Continue reading Red Faction: Guerilla→
Blasphemous Geometries sees Jonathan McCalmont taking a run with Mirror’s Edge, a game whose hipster near-future dystopian stylings fail to disguise its underlying theme – freedom is illusory.
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After reading my previous column, you could be mistaken for thinking that only great games have themes and subtexts, and that those themes and subtexts only emerge when designers manage to work together and combine the various elements that make up a game into one shining image such as GTA IV’s initial depiction of the isolation and alienation that pervade 21st Century life. This is not in the least bit true.
Many crap games have themes, too. They have themes because every line of stilted absurd dialogue, every frustrating control mechanism, every poorly-designed level and every generic character all support one idea – an idea that the game designers almost certainly never had in mind when they started work on the title. Mirror’s Edge – from EA Design Illusions CE – is not only a terrible game, it is also a game with a clear thematic message: Freedom is an illusion, and all those who would claim to champion it are hypocritical and deluded fools. Continue reading Mirror’s Edge – The Emptiness of the Short-distance Runner→
Blasphemous Geometries has turned its attention to computer games, and for its first foray into that sphere Jonathan McCalmont takes a look at the hugely popular Grand Theft Auto IV. How does its reproduction of life’s bitter mundanities strengthen its appeal, and what does that say about the reality it reflects?
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As the first Blasphemous Geometries column to look at an individual video game, it makes sense for me to start at the top with one of the fastest-selling games of all time. Grand Theft Auto IVis, paradoxically, the sixth game to appear in the series and the eleventh game to appear as a part of the wider GTA franchise. Since its release in April 2008 it has been festooned with awards and prizes and it remains one of the highest ranking games to feature on the net’s various review aggregation sites. It is not my intention today to toss another garland onto the already swollen heads of the GTA IV developers; instead, I want to use the game to demonstrate an idea. Continue reading Grand Theft Auto IV – Exploring the Mundane→
The cover looks pretty exciting, doesn’t it? A flame-haired naked woman with a boomerang on her head standing in a big gold cauldron firing rockets from her fingertips into some cooking pots from which gigantic strands of frogspawn depend – how could that not be brilliant?
But the truth is that no such woman actually appears in the music of Hawkwind’s Space Ritual (1973). Oh, Hawkwind’s stage show had statuesque topless Stacia, everybody knows about her. But the album itself … not so much. What you get on the album is space rock, and lots and lots and lots of it. Continue reading 1973: Effortful, Sticky, Jammy – Space Ritual by Hawkwind→
This month Blasphemous Geometries turns a conceptual corner, as Jonathan McCalmont decides to refocus the critical crosshairs on video games.
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Back in the 1930s, a number of physicists (including Einstein) argued that our universe is oscillatory. What this meant was that after the Big Bang, the universe expands until it reaches a certain level of density and gravitational pull, at which point it begins to contract until it ends with a Big Crunch. This idea still has some devotees. However, what made the Oscillatory Theorists interesting was the belief that after the universe had contracted back to its original singularity, it would then bounce back again; expanding until its physical limits were met and another Big Crunch was initiated. This meant that, according to the Oscillatory Theorists, the universe was stuck in a cycle of eternal destruction and rebirth. This has always struck me as a rather useful analogy for certain internet debates. “Is Science Fiction Dying?” is one such debate but another is “Where is the Lester Bangs of Video Games?”. Continue reading The criticism of video games→
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