[Retro Monday] Corridor 7: Alien Invasion
[Retro Monday] is a series that takes a look at games of the past. Expect articles chock full of interesting information; how the game ties into the political, economical, and cultural situation of its time; and most importantly, pretty pictures.
After a lovely one week vacation, [Retro Monday] is back. Two weeks ago we covered Lunar Lander. Today, we’ll be taking a look at Corridor 7: Alien Invasion, a game I watched my dad play since I was in preschool. Probably not the best idea due to the amount of alien gore in the game, and definitely a contributor to my extremely dramatic and irrational fear of the dark.
Without further ado, I present to you Corridor 7.
[Retro Monday] Lunar Lander
[Retro Monday] is a series that takes a look at games of the past. Expect articles chock full of interesting information; how the game ties into the political, economical, and cultural situation of its time; and most importantly, pretty pictures.
This week’s focus? Lunar Lander. There’s not much information on it, but that won’t stop me from presenting some interesting stuff to you all.
Lunar Lander is one of the first video games I played upon coming home from the hospital as a baby. The controls are simple and the results of hitting a key were immediate. This was perfect for my little toddler mind. Did I know what I was doing? No. I only knew that hitting the ground at the wrong angle would cause certain death. Did I have fun? You bet I did.
Let’s take a look at a game whose name I didn’t discover until a mere four years ago.
Batman and Its Use of the Term, “Bitch”
I read last week an interesting article on how liberally Batman: Arkham City slings the word “bitch” about. I don’t yet have the game myself–of course I’m itching to play it–and I’ll wait until I get my hands on it to pass judgment. The articles that have stood out most to me have been Kotaku’s own articles on Batman’s weird “bitch” fixation and the hypersexualization of female characters in game worlds. I thought these two to be well-written articles that certainly incited a lot of discussion in their comments. That is, of course, never a bad thing–discussion begets critical thinking. Hopefully.
Cultural Change
Today I spent some quality time with my mom, and surprisingly we didn’t engage in very many battles. In fact, I don’t believe we had any at all during the time we spent together. Let me tell you from experience that when a mother and a daughter are very much alike, they clash. A lot. Little did I know that we were also alike in our career aspirations.
You Monster: Creating Respect with Challenging Female Personalities in Videogames
This was my final paper for my advanced writing course. I wrote this in perhaps the worst way possible, and did not give it the time it deserved. It just came at a horrible time, while projects were due, other papers were due, and I was putting in extra hours at work. That all left me to complete this the night before and over the course of the night. Sometimes, life just decides there aren’t enough hours in the day.
You Monster looks at the answer to the question, “How can we create a realistic, strong, and smart female game character?” GladOS plays a rather large starring role as the solution.
Guns for Heels: What Bayonetta Could Mean for Female Game Characters
Female characters in video games can often be described as slight variations of one of three archetypes: the helpless, hapless damsel in distress; the coquettish, alluring vixen; and the cold-hearted, distant embodiment of stoicism. In addition, the majority of women in games are heavily and overtly sexualized for mass male consumption, thereby providing slight variations of the same visual across several different games. Many lauded video game members have taken issue with the current state of women in games and have offered their own viewpoints in order to fix it. Leigh Alexander writes in an editorial for Gamepro Magazine that characters such as Bayonetta “[take] the video game sexy woman stereotype from object to subject” in which “the game itself is an artistic representation of the concept that female sexuality is its own kind of weapon.” Others disagree, believing that “characters [should] reflect the harsh lifestyle of their world in a much more believable way” (Hamm). Both offer interesting yet opposing solutions. However, both solutions can go much further in creating believable or truly empowering female characters. The hypersexualized dominatrix invoking female empowerment is a dramatic knee-jerk response to the objectification of women in games. The normal, average woman with a matching attitude and manner is currently the method being taken for game developers wishing to inject their games with respect for females. Video game females can be so much more than either of those two proposals. The change the industry needs for their female characters is to make them more multifaceted by giving them unique strengths, weaknesses, quirks, and personality traits. Female characterization needs to evolve to better reflect where females are today, instead of the antiquated false notions of what they were and perhaps should have been in the past.

Bayonetta
Pure Innovation vs. Pure Profit
Below is a paper I wrote for my advanced writing class. I disagree with some of the points I’ve made in it, but for the purposes of the paper I argued them. It was interesting and educational, having to state ideas I did not quite agree with.
Facebook games can currently be summed up with the phrase, “It was morning when I began–a thousand clicks and several dollars later, it is now 4 o’clock.” Facebook games are part of the emerging category named social gaming. Social gaming is drawing ire from the mainstream game developers because they feel as though it undermines the years of hard work they put into their products. Independent game developers are mixed on their feelings—many of them love the opportunities that platforms such as the iPod offer, but they dislike the monetary motivations behind developing for social platforms such as Facebook. In fact, several companies that develop games for Facebook cite money as their main motivation, saying that “monetization is best achieved when you align it with game design” (Kohler). As the industry tries to establish itself as having artistic potential, the focus on superfluous and fiscal revenue will only diminish any advances the developers have made. Furthermore, the abolishment of any sort of distinction between high culture games and low culture games will only serve to harm the industry. Facebook games such as Vampire Wars, Farmville, and Mob Wars in particular are guilty of placing profit over gameplay mechanics. The simplistic mechanics and lack of depth could easily be connected to what Allan Bloom speaks of in his essay “”Music” from the Closing of the American Mind.” While he speaks of the effect of rock music on our culture, much of it can be applied to these basic Facebook games when he says, “it perhaps thus reveals the nature of all our entertainment and our loss of a clear view of what adulthood and maturity is, and our incapacity to conceive ends” (77). These game are doing far better than games aiming to make a difference are—take, for example, Limbo or Braid. Both are games that sought to prove that video games can be used for artful storytelling and moving experiences, yet the commercial success of the monetarily driven Facebook games is causing more developers to look to cheap and easy money makers, which only harms the industry’s reformation as a serious medium. The split between the high culture of independent games and the low culture of Facebook games should be maintained because the aim of these two types of games are different—independent games are created to innovate, experiment, and challenge whereas Facebook games are created with the purpose of becoming financially successful.
Deceptive Control
Below is my academic paper on interactivity, why it is an object of fascination, and what it reveals about those fascinated with it. Although it is due today, I’m still very much in the process of tightening it up and proofing. Any feedback is more than welcome!
Blueberry Garden
Below is an academic one page write-up I completed mere seconds ago for an indie game entitled Blueberry Garden. With a charming and eccentric aesthetic and catchy music, this game is definitely an experiment whose main focus is the players, and using them as the core mechanic.
Blueberry Garden is a Steam game that retails for 5 dollars and won awards at IGF and the Swedish Game Awards, in addition to critical praise on many game sites. Blueberry Garden is a platformer that the player is thrust into with no exposition, no instructions, and no clue as to who you are, where you are, and what this game is about. It is a game about curiosity and wonderment. It is also a game that tests the player’s abilities of discovery and persistence. Read More…
What Draws Us to Art
Quick little ditty: My computer erased my Growing Up Gamer article. It will be coming soonish, but for now I’m just going to cut my losses and move on.
Below is my diagnostic essay for my advanced writing class. It attempts to answer the question, “Why are people drawn to art?” Even though I talk about a broad range of art forms, I of course always have video games at the forefront of my thoughts. In fact, while reading, keep in mind that for mainstream/popular media, you can use the example of God of War or Halo. For art that challenges the masses and the artists themselves, think no further than Heavy Rain.
It’s also one of the four best papers in the class and will hopefully get a top 2 spot this Wednesday when we pit all four papers against each other. But hey, I’m cool with being in the top 4!
More on the process that went into writing this is over on the sister site Blithely Yours.

