Gears of War 3: Characterization
I finished Gears 3 last night. This is a series I’ve followed since the first game made an appearance on the 360, and it’s one that I’ve loved from the get-go. My friends and I would gather around and play the first one together, remarking on the controls and the cover system. I played Horde mode non-stop once the second came out, and I was immediately the best of my friends. At this year’s past E3, I waited a little under an hour in line just to play a few rounds of Horde mode in the third game.
While Zelda: Ocarina of Time will forever be my most favorite game ever, the Gears series is definitely my favorite as a young adult. Why?
A year ago, I would have given the answer, “It’s simply a fun, well-executed game. The pieces all come together. The result is cinematic and epic. I feel like a hero.”
After finishing up this last entry, I want to bring up another aspect that has caused me to enjoy the series even more. It’s something that Gears detractors (one of them a dear friend of mine) enjoy bringing up and ridiculing.
The character insight given to players in Gears 3 reverses previous notions of an all-brawn-but-no-brain cast, and the characters become stronger and more developed in simple moments throughout the game.
Spoilers, from here on out.
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.
