Monsterhearts: taking a peek under the ribcage

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Monsterhearts sells itself as “the messy lives of teenage monsters.”  But the truth is that the monstrous nature of the PCs in any game of Monsterhearts really just serves as a reminder of the alienation, discomfort, and feeling of mislabeled or misunderstood powerlessness that gnawed at so many of us when we were teenagers.  And maybe as adults as well.  Furthermore, themes which have filled classic literature for ages rear their heads again and again in this game; you don’t have to have ever experienced any of them yourself in order to be fascinated by and indulge yourself in them.

A quick background: this is an RPG which has grown out of the Apocalypse World system created by Vincent Baker.  It takes the sparse elegance of Baker’s ruleset and applies it to a very different type of life.  Read on to find out what makes Monsterhearts different from Apocalypse World, and learn some of what makes it so dynamic and so much fun to play.

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League of Legends

I figured I should get around to reviewing this game at some point, because, well, it’s sort of where I made my writing debut. What is League of Legends and why do I think it’s so great as to spend a ton of time on it? It’s an entirely different type of game than everything I’m used to commenting on, so this post will have a much different tone. League of Legends (or LoL) is what we call a MOBA, or Multiplayer Online Battle Arena. Essentially, it pits teams of 5 players, represented by their champions (heroes in the League of Legends universe) in a battle against each other. I think League of Legends (or LoL) is one of the best run and designed games I’ve ever played because the company that produces it (Riot) pays so much attention to its upkeep, and today, I want to talk about a few areas where League of Legends is revolutionizing gaming and eSports.

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Deus Ex: Human Revolution

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Choice is the name of the game when it comes to Action-RPGs. Old RPGs (especially Japanese-style RPGs) didn’t have much choice, and they play a lot more like interactive movies than games. Your ‘choice’ came down basically to your character (and not ever his crucial character elements, but simply how you geared him. I say this not to impugn that style (the Final Fantasy series is one of my favorites), but only to point out how the Western RPG market diverged. If you look at earlier RPGs like Neverwinter Nights and Baldur’s Gate, not only do they flesh out character creation (instead of having a set character you can outfit, you build your character from scratch), but you get increasingly more options, via sidequests and choices of which factions to ally with. But I argue that these choices are hardly real. Why? Because they do not meaningfully impact the game. Sure, you can ally with the thieves’ guild against the mage’s guild or vice versa, but honestly:

  1. what difference does it make?
  2. Isn’t it basically determined by the class you play?

This can be most exemplified by more sandbox RPGs, where the extra ‘freedom’ you have is to explor ethe continent doing sidequests. But ultimately, the gameplay doesn’t change all that much.

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The Real SC: Star Control

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“You Will Soon Die. Make Whatever Rituals Are Necessary For Your Species.”

Some of you will recognize the above picture of a predatory space squid caterpillar.  I was reminded of these most wonderful villains a few days ago by a short little news item; it surfaced here in the daily torrent of Rock Paper Shotgun articles, and I found this informative tidbit through Ars Technica.

Star Control may yet ride again.

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DEFCON: How about a nice game of chess?

DEFCON

Just kidding.  We all know you just want to play Global Thermonuclear War.  Poor Theaterwide Biotoxic and Chemical Warfare never gets any love.  DEFCON, developed by Introversion Software, offers all the Global Thermonuclear War you could ever want.  Its spartan and elegant graphics looks just as appropriate today as they did on release in 2006, with clean glowing lines showing up beautifully on the dark background of the world; Introversion took the design aesthetics of the global tactical displays from various Cold War nuclear war thrillers, and created a game that perfectly delivers their inhuman reductionism.  It is a cold, hard, unfeeling game that leaves you feeling challenged, rewarded, and maybe a little bit broken inside as you watch the megadeaths pile up and desperately hope that you can kill a few more people than you lose.

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Artemis Bridge Simulator Offers Arch Entertainment

Pun aside, this game is not about building bridges.  It is about being on bridges.  Spaceship bridges.  While it can be legitimately panned for its exceedingly high computer requirements (it isn’t demanding about system specs, it demands many systems), this game is a multiplayer gem of excellent quality.  I played it for the first time this weekend, and now…

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Somebody Like Me

At the close of my previous post, the most consistent comment I got was ‘I had hoped for more of a story’, or ‘I wish you had gone more in depth into your experience’. And really, I hadn’t planned to. Why? Because stories about me are — I feel — inherently boring. I rarely do inner turmoil. I’m pretty focused, driven, and single-minded. There are a few things I do feel conflict about it, and until 2 or 3 years ago, I had thought race to be outside of that. So gather around, and I’ll tell you a story, the spiritual successor to my previous story,  or perhaps what it was meant to be. I had the words to say, but it wasn’t until I was given the right inspiration that I know how to say them. So while this is a story, it is also an homage, and the stylistic similarities are both intentional and the sincerest form of flattery.

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Temple in the Sands: A Musical Teaser

I’ve been working on a module for Call of Cthulhu for several years now, and I’ve finally found a model I like for organizing my written content.  It’s not fancy, and I’ll have to alter a few things eventually when I get around to posting maps and pictures alongside the text, but it will mean that other people can play the game that I’ve made without me running it for them.  But the module isn’t done yet, and is already far longer than most of our posts.  So with that in mind…

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Games Are Art

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As the title says, games are art.  I begin with this because I have gone through multiple false starts in getting this argument going.  While I believe most other gamers would agree with me, making this topic seem rather pointless, I have also noticed that a good deal of the rest of the world still does not acknowledge games as an artistic medium.  The debate over the artistic merit of games was quite loud years ago when Roger Ebert declared, “Games can never be art.” and since it has quieted down.  Unfortunately I think the quiet only really occurred because the only people speaking were gamers.  Well, that’s still going to be true today, but perhaps I can at least outline my argument well enough that if a non-gamer comes across it they can begin to understand what this medium means to us.

To begin I think it would actually be valuable for everyone to first watch Kellee Santiago’s TED Talk to which Ebert’s article responds to, and then to read Ebert’s article.

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Now This Is A Story All About How…

I got to where I am right now
So I’d like to take a minute; just sit right there:
I’ll tell you how I got to the set of sociocultural beliefs I’m at right now and why I think it’s important (especially for gamers) to confront sexism/racism/homophobia within our community because minority groups are already not really taken seriously so all of their bad actions reflect on them whereas bad actions of ‘normal’ people just reflect on people which is why things like Steubenville don’t make the majority of our culture say ‘see, I knew football players were no good’ whereas things like this make people say ‘see, I knew gamers were no good’ when really both of them should lead us to the belief that we live in a self-propagating rape culture

…and I did this all after going to high school in a town called Bel-Air?

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