New Fiction 2020 – March

Hogs of War dev. Infogrames Sheffield House (2000)

I played this game once, long ago, and have never forgotten it. It’s a strange experience. Do I like this game that I played briefly twenty years ago? I remembered it enough to buy a physical copy and store it on a shelf. And when I discovered I could buy a digital copy, I bought it again and finally attempted to complete it during my flights to and from Boston in February. It was too difficult, so I tried and failed again. Finally, I played an emulated copy using cheats to give myself an unlimited number of promotion points and upgrade my soldiers. I completed the game. I remain fascinated with this strange, problematic game. The gameplay is best described as Worms in 3D, but more fun than the actual attempts to make Worms in 3D. The movement is faster, and the reactive physics are key to making this a unique experience compared to other turn-based combat games. The problematic part is the comedy derived from the stereotypical depictions of anthropomorphized pig soldiers who hail from fictionalized versions of nationalities such as Japanese, French, and American. The accents in particular are… tough to get over. It’s a shame, because otherwise, the game is fun, a proper challenge, and should have been more popular than it was.

MASSIVE CHALICE dev. Double Fine Productions (2015)

I didn’t get to work on this one. I’ve worked on almost everything at Double Fine, but 2015 was a turbulent year and I left without making a mark on this release. It remained one of our few games that I hadn’t completed until last month. Having played Hogs of War, I felt encouraged to make the journey through the game and continue exploring turn-based combat. MASSIVE CHALICE is closer to XCOM than Hogs. Movement isn’t in real-time as in Hogs, but limited to moving along a certain numbers of spaces on a grid. It’s structured more like a board game. This means that the game is as it’s best when tension is high because strategy demands patience and some battles are won by the skin of one’s teeth. The player must build up generations of soldiers, choosing who fights and who helps the war machine in other areas. The elements are generated differently each time, resulting in random soldiers being born and raised, as well as random enemy and story encounters. It results in a unique story with the same conclusion every time. My playthrough was fraught with close calls and though I failed the final mission, it didn’t feel like a Game Over. I got a finale cutscene and a satisfying conclusion.

“Playdate with Destiny” dir. David Silverman (2020)

Maggie is the most neglected character on The Simpsons, and it’s always nice to see her get some attention. This animated short was a perfect example of showing instead of telling, which was a perfect challenge for an animation director. Without the need of dialogue the show typically employs, the short is free to show a sweet tale that has its funny moments.

Onward dir. Dan Scanlon (2020)

This story wasn’t quite what I expected, and the marketing certainly sets up an expectation that the creators subvert. It outlines a process in which one deals with loss by yearning for that which was lost, but failing to see what’s still here. The lesson is there as it is with all Pixar films. It hit me particularly hard as I consider my relationships to family.

The Invisible Man dir. Leigh Whannell (2020)

My expectation here was quite low. It’s a horror movie, or maybe a thriller, but I couldn’t understand the kind of terror an invisible person can inflict. The creators did a good job of demonstrating that not only is it a terrifying prospect, but technology can be contorted to reflect the worst of our instinctis.

Bloodshot dir. David S. F. Wilson (2020)

For a movie with as interesting a premise as ‘this guy can’t die,’ it sure was boring. Like the movie above, the creator of this technology is a sociopath, but his intentions are even more flimsy and realistic. He wants to get paid. Vin Diesel’s anti-hero is just as dull as his other roles. It’s worth a lazy Saturday afternoon watch at best.

The Hunt dir. Craig Zobel (2020)

I can see that they were going for some kinda commentary on liberalism in the time of Trump here, but boy does it fall flat. In spite of that, Betty Gilpin is fun to watch in the lead role. A lot of her performance is in the dips between her lines. Her looks at other characters and sort of lanky disarming of the tension. The violence is in the absurd realm of movies like those from Tarantino. I’d watch this again just for her performance.

Star Trek: Picard – Season 1 (2020)

Picard is a legend of a character, and it was nice to see him in action again. However, it’s a bit of a shock to see him and the characters from the Star Trek shows in the eighties and nineties commingling in this post-Abrams Star Trek universe. I watched the season with friends and reviews were mixed. For those who did like it, we thought it really needed more than ten episodes in a season to tell its story. Now that I’m watching Star Trek: Discovery, I can see that play out. There’s more room to breathe with fifteen episodes in their seasons. Picard has room for improvement and with another season guaranteed, I’m hoping they stabilize and add more room for their stories.

New Fiction 2020 – March

Hogs of War dev. Infogrames Sheffield House (2000)

I played this game once, long ago, and have never forgotten it. It’s a strange experience. Do I like this game that I played briefly twenty years ago? I remembered it enough to buy a physical copy and store it on a shelf. And when I discovered I could buy a digital copy, I bought it again and finally attempted to complete it during my flights to and from Boston in February. It was too difficult, so I tried and failed again. Finally, I played an emulated copy using cheats to give myself an unlimited number of promotion points and upgrade my soldiers. I completed the game. I remain fascinated with this strange, problematic game. The gameplay is best described as Worms in 3D, but more fun than the actual attempts to make Worms in 3D. The movement is faster, and the reactive physics are key to making this a unique experience compared to other turn-based combat games. The problematic part is the comedy derived from the stereotypical depictions of anthropomorphized pig soldiers who hail from fictionalized versions of nationalities such as Japanese, French, and American. The accents in particular are… tough to get over. It’s a shame, because otherwise, the game is fun, a proper challenge, and should have been more popular than it was.

MASSIVE CHALICE dev. Double Fine Productions (2015)

I didn’t get to work on this one. I’ve worked on almost everything at Double Fine, but 2015 was a turbulent year and I left without making a mark on this release. It remained one of our few games that I hadn’t completed until last month. Having played Hogs of War, I felt encouraged to make the journey through the game and continue exploring turn-based combat. MASSIVE CHALICE is closer to XCOM than Hogs. Movement isn’t in real-time as in Hogs, but limited to moving along a certain numbers of spaces on a grid. It’s structured more like a board game. This means that the game is as it’s best when tension is high because strategy demands patience and some battles are won by the skin of one’s teeth. The player must build up generations of soldiers, choosing who fights and who helps the war machine in other areas. The elements are generated differently each time, resulting in random soldiers being born and raised, as well as random enemy and story encounters. It results in a unique story with the same conclusion every time. My playthrough was fraught with close calls and though I failed the final mission, it didn’t feel like a Game Over. I got a finale cutscene and a satisfying conclusion.

“Playdate with Destiny” dir. David Silverman (2020)

Maggie is the most neglected character on The Simpsons, and it’s always nice to see her get some attention. This animated short was a perfect example of showing instead of telling, which was a perfect challenge for an animation director. Without the need of dialogue the show typically employs, the short is free to show a sweet tale that has its funny moments.

Onward dir. Dan Scanlon (2020)

This story wasn’t quite what I expected, and the marketing certainly sets up an expectation that the creators subvert. It outlines a process in which one deals with loss by yearning for that which was lost, but failing to see what’s still here. The lesson is there as it is with all Pixar films. It hit me particularly hard as I consider my relationships to family.

The Invisible Man dir. Leigh Whannell (2020)

My expectation here was quite low. It’s a horror movie, or maybe a thriller, but I couldn’t understand the kind of terror an invisible person can inflict. The creators did a good job of demonstrating that not only is it a terrifying prospect, but technology can be contorted to reflect the worst of our instinctis.

Bloodshot dir. David S. F. Wilson (2020)

For a movie with as interesting a premise as ‘this guy can’t die,’ it sure was boring. Like the movie above, the creator of this technology is a sociopath, but his intentions are even more flimsy and realistic. He wants to get paid. Vin Diesel’s anti-hero is just as dull as his other roles. It’s worth a lazy Saturday afternoon watch at best.

The Hunt dir. Craig Zobel (2020)

I can see that they were going for some kinda commentary on liberalism in the time of Trump here, but boy does it fall flat. In spite of that, Betty Gilpin is fun to watch in the lead role. A lot of her performance is in the dips between her lines. Her looks at other characters and sort of lanky disarming of the tension. The violence is in the absurd realm of movies like those from Tarantino. I’d watch this again just for her performance.

Star Trek: Picard – Season 1 (2020)

Picard is a legend of a character, and it was nice to see him in action again. However, it’s a bit of a shock to see him and the characters from the Star Trek shows in the eighties and nineties commingling in this post-Abrams Star Trek universe. I watched the season with friends and reviews were mixed. For those who did like it, we thought it really needed more than ten episodes in a season to tell its story. Now that I’m watching Star Trek: Discovery, I can see that play out. There’s more room to breathe with fifteen episodes in their seasons. Picard has room for improvement and with another season guaranteed, I’m hoping they stabilize and add more room for their stories.

PlayStation Store PLAY 2016 Starts Today, Lineup Revealed – PlayStation.Blog

PlayStation Store PLAY 2016 Starts Today, Lineup Revealed – PlayStation.Blog

Our new game called HEADLANDER is out soon!

This is what I’ve been up to for the past five months. 70s sci-fi meets Metroidvania. It’s 20% off for PS Plus members

on PS4!

OR pre-order on Steam for 20% off: http://store.steampowered.com/app/340000/

PlayStation Store PLAY 2016 Starts Today, Lineup Revealed – PlayStation.Blog

PlayStation Store PLAY 2016 Starts Today, Lineup Revealed – PlayStation.Blog

Video game company Double Fine—based out of San Francisco—recently came under scrutiny for publicly pitching game ideas as part of their Amnesia Fortnight project but not including any women (or non-white men for that matter) in their slew of presenters. This was at the same time that Twitter users blew up the #1reasonwhy tag to call out sexism in the industry. Sexism, mind you, that is not surprising nor unknown. And this is naturally a problem in many fields.

One of Double Fine’s female employees put forth her thoughts on the matter:

We have a lovely forum thread discussing this, here. But I will also answer it with my own thoughts.

—-

Why? Because of a few reasons.

One, many of us were too busy (ex: I am in office admin, so my responsibilities continue into AF).

Two, many didn’t have an idea.

Three, many weren’t interested in leading a game.

You also have to understand that we, the ladies of Double Fine, don’t think of ourselves as separate from the guys. In fact, we don’t identify as “the women of Double Fine” unless we are joking around in the bathroom (man, we never run into each other there, though, it’s super weird when another lady is in the bathroom. We have two for 11 ladies) or until someone asks us questions specific to our gender, like this one. It isn’t offensive to be asked such questions, but nor is it offensive that we aren’t constantly aware of our gender and how it separates us from the guys. We are Double Fine as they are Double Fine. It isn’t that no women pitched ideas, but that 42 out of 65 employees did not, and it so happens that 11 of those 42 are of the female gender.

We aren’t disappointed. We are still making games to the degree that satisfies us, which is all we need to be doing—making ourselves happy. Tim and Justin and Isa made it absolutely clear that anyone and everyone could pitch an idea. Would you rather they send an email to the ladies requesting one of us pitch an idea? Pushing us outside our comfort zones? I think not. I hope not.

(Please note, these are my personal opinions and thoughts on the subject. I have not sat down and had long discourse with the other ladies about their views, but I know that it is the general view of the ladies, and also know that we are all confident and strong enough to kick down proverbial [maybe real?] doors if we were dissatisfied).

We are Double Fine as they are Double Fine.

The original non-rebloggable response is here.

Video game company Double Fine—based out of San Francisco—recently came under scrutiny for publicly pitching game ideas as part of their Amnesia Fortnight project but not including any women (or non-white men for that matter) in their slew of presenters. This was at the same time that Twitter users blew up the #1reasonwhy tag to call out sexism in the industry. Sexism, mind you, that is not surprising nor unknown. And this is naturally a problem in many fields.

One of Double Fine’s female employees put forth her thoughts on the matter:

We have a lovely forum thread discussing this, here. But I will also answer it with my own thoughts.

—-

Why? Because of a few reasons.

One, many of us were too busy (ex: I am in office admin, so my responsibilities continue into AF).

Two, many didn’t have an idea.

Three, many weren’t interested in leading a game.

You also have to understand that we, the ladies of Double Fine, don’t think of ourselves as separate from the guys. In fact, we don’t identify as “the women of Double Fine” unless we are joking around in the bathroom (man, we never run into each other there, though, it’s super weird when another lady is in the bathroom. We have two for 11 ladies) or until someone asks us questions specific to our gender, like this one. It isn’t offensive to be asked such questions, but nor is it offensive that we aren’t constantly aware of our gender and how it separates us from the guys. We are Double Fine as they are Double Fine. It isn’t that no women pitched ideas, but that 42 out of 65 employees did not, and it so happens that 11 of those 42 are of the female gender.

We aren’t disappointed. We are still making games to the degree that satisfies us, which is all we need to be doing—making ourselves happy. Tim and Justin and Isa made it absolutely clear that anyone and everyone could pitch an idea. Would you rather they send an email to the ladies requesting one of us pitch an idea? Pushing us outside our comfort zones? I think not. I hope not.

(Please note, these are my personal opinions and thoughts on the subject. I have not sat down and had long discourse with the other ladies about their views, but I know that it is the general view of the ladies, and also know that we are all confident and strong enough to kick down proverbial [maybe real?] doors if we were dissatisfied).

We are Double Fine as they are Double Fine.

The original non-rebloggable response is here.