AdumbroDeus said:
FalloutJack said:
AdumbroDeus said:
FalloutJack said:
Games are art within the United States and now the supreme court has made a decision to constitutionally protect games in the same way as other media. Fabulous! Well, time to get to work then. Put on your monocles and follow me. If games are art, then we're the critics.
Now, give me a spoofy sort of artsy critique of a game of your choice, as silly or snobby as you like. You have that power, so let's see something funny.
Not everyone who watches movies is a movie critic...
Oh dear, you're not taking to the whole 'joke' premise, are you?
Rather.
No
I'm just annoyed cause it pokes fun at the idea that games are capable of having artistic merit, and wasn't even funny.
If people put half the effort they put into spewing these faux critiques into actually attempting to critique games then legitimate game criticism (as opposed to reviews) could actually be kicked off.
I agree, I think there should be a healthy balance between being sincere and incincere. I knew this was going to happen though, simple because the OP began this thread as a kind of joke.
So this is my personal, sincere contribution. If you find it funny, I don't care. If you get something from it, I'm glad. This is what I felt, put into words.
Noby Noby Boy
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There is a strong sense of impotence in NNB...And a huge sense of 'lack'. Most games start you off as 'weak' and you progress to a 'strong' state over the course of the journey, but most games do that on more of a pragmatic level. NNB deals with ideas such as growth and consumption on a conceptual level as well. You do consume an elixir in FFXII, but the game is hardly based on consumption - what you're doing in FFXII is flicking the d-pad in the direction of an option, and pressing a button. In NNB, you're gorging on physical objects, in one visible arena.
NNB is very fun and always ridiculous, but you get to know it on a deeper level by using this "gamers' ambition" to push it. You feel you need to be longer or bigger, and to an extent you do. Growth opens up more opportunities, but the game plays with you; undermines your progressive, ambitious streak. It's like the cops in GTA that come after you if you get too cocky. You'll have an idea and people will innocently just sort of jump on you, or unwittingly stall your progress by forming spectator groups or human barriers; it's almost an attack on the idea of linear progression, or of a world where everything can be logically and cleanly achieved, or won. Of course..This is NNB; it's more of a playful disruption, than an attack.
BOY is a symbol of love, a kind of 'glue' that connects disperate objects. I'm using the term 'love' as in harmony, or 'togetherness', not so much the sentimental meaning of the word. BOY just wants things inside him; he wants to eat, to feel connected to the world. The world is nihilistic though, and morally blank...It is totally up to interpretation.
love makes things mushy.. it congeals and brings together. NNB is about a playfully disruptive, creative love.
I think it's pretty important that in an age of trophies and achievements, one game has the guts to actually be about playing, and not about collecting, or aquiring. NNB is nonsensical, but far from pointless. it is somewhat nihilistic, but doesn't completely abandon the players' desire to progress or succeed.
Metroid Prime 2
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Retro Studios nailed the isolation. They got that down and hammered it down our throats. This isolation is different though. This really is lonely, desperate and cold. Metroid always had a quiet solitude, but it was never completely aesthetically devoted to isolation. But it's not a bad thing. You begin to see that the game was made by fans of the originals (And fans of zelda), and it's an interpretation.
There are some amazing moments...Such as an underwater spherical chamber, linked by a ring that fires samus like a cannon ball around the chamber, or dying and flooded forest-turned bog, now relying on heavy machines to keep it on life support, or an amazing moment in sanctuary fortress where you use the screw attack to wall jump, and penetrate a vertical glass structure; the insides glowing red with pain and anger, but largely irelevent in the midst of a dying and dark world.
If super Metroid was a restraining order on Samus Aran, echoes is like a straight jacket, tying her up until she's completely numb and subdued.
Birds & Beans
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Pyoro (Or Birds & Beans) tells the story of a creator of a small rectangular world that hovers in space. It's a story about nature's triumph over so-called civilization, or to put it simply, fate. Nature just sits there as the player rushes back and forth trying in vain to improve.
In this little world, you enter the character of Pyoro; a small bird who has a very long tongue and is scripted with a huge appitite for fruit.
The only thing that really happens on this planet is fruit falling from the sky. But this is no ordinary fruit! This is some kind of acidic variety of alien food that upon hitting solid ground, dissolves it into oblivion.
Thankfully Pyoro the bird has a robust stomach that can digest these strange fruits.
The creator appears to be kind of bored of her creation and sets about nonchalantly tossing deadly fruits from the sky as she plays with its inevitable doom.
Enter you, into Pyoro! You play the role of the maintainer of the rectangle planet. your part in the script is to sustain the integrity of the earth by consuming the fruit.
You can never win in this story. You're just surviving and maintaining. But the more you hold off inevitable destruction, the more the world is populated with things, and the world evolves and changes. It's as if the creator is entertained by your optimism and energy.
Super Metroid
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It is difficult to describe, but the way Zebes is constructed is similar to the way I think and the way I feel. I think in a direction in my mind, and I push forward in my thoughts, but at times I think in lots of directions at once. Metroid seems to tap into this and by clearly constructing horizontal and vertical corridors to run and jump in, my mind is at home in this alternate world.
I simulate the process my mind goes through when solving a problem or reacting to something. There is great rhythm to Zebes's X&Y labyrinth, just like there is a tangible rhythm that I found in the streets of New York.
The relationships in SM continue to become more complex though when you think of Samus's relation to her world. Samus grows and awakens as her world does. As she becomes more powerful, the world becomes more hostile. The deeper you explore the more things are hidden from you, until the world clamps up and becomes almost impenetrable.
You must unravel the secrets. It's all about hide and seek. Not only are the items hidden, but the world too. Exploring and finding secrets is fun and exciting. Every door you open in metroid is a present; tearing off the paper to get what's inside.
~
Sometimes I think about these things, sometimes I just focus on playing. But it's usually when I come away from the game that I tend to sum things up like this, intellectually.
BTW: These are sections taken from my reviews.