Posts tagged: games
Dark Horse Editor in Chief Scott Allie speaking with The Mary Sue about women in comics. Lots more at the link. (via themarysue)
Just part of my fantastic in-depth interview with Dark Horse about women in comics. More to come tomorrow!
Screen Editor alex becomes a Vengeful God (and Comics Editor Carol becomes a tyrannical mayor) in simulated life games:
When it comes to raising a child who can use words and interact with other humans, so far I seem to be succeeding, but I have to admit that my track record prior to this was not exactly promising. Aside from managing to keep an egg safe for a week in middle school, my first attempt at virtual parenthood was a joint effort with comics editor Carol Borden in the initial release of the game Creatures in the late 90s. We had fun, but we failed.
Ten years ago this week, Jim Munroe posted a manifesto on gutter culture and The Cultural Gutter’s been expanding on it ever since.
A few years back I started getting really interested in video games–playing them, making them, talking about them. And I noticed that there were marked similarities in people’s cultural perception of video games and science fiction.
I would talk with my friends about my experiences with video games in the same way that I’d talk about a movie or another piece of art: “In most games, you smash open a crate, you get either weapons or supplies that you can pick up, or it’ll be empty. But in Half-Life, even the empty crates have something–you get this randomized pile of computer parts motherboards or whatever, it’s a great touch.”
My appreciation for a game’s detailing, tone, and visceral engagement would usually get a laugh despite my sincerity. The disparity between applying high art analysis to low art, or even talking sincerely about something so frivolous, was a clear violation of mainstream cultural norms.
And I like violating those norms.
At Jim C. Hines’ blog, writer Micha Trota writes about what it means when she says, “I don’t see race.”“It means that because I learned to see no difference between ‘white’ and ‘color,’ I have white-washed my own sense of self. It means that I know more about what it is to be a white person than what it is to be Asian, and I am a stranger among both. It means that I built my identity on a warped…
The Cultural Gutter turned ten in May, 2013 and we didn’t make much of a fuss about it. But ten years ago this week, Jim Munroe posted the manifesto that’s guided The Cultural Gutter, even as each subsequent editor has joined the Gutter and added their take on our mission. We thought this would be a good time to celebrate our mission and republish it. (And congratulations to our friends at the…
This week at The Gutter: Editor alex thinks about “Naked Woman (Steep Hill)”
One night, when I was poking around on the internet for something mindless to play, I stumbled across a game called Naked Woman (Steep Hill). The description: “Control the fate of a naked woman riding down a steep hill. 20 options decide her doom. Feel free to suggest any other fates she can face!” My response was something akin to watching a horror movie between your fingers – I had a feeling that I’d wish I hadn’t seen it but I couldn’t quite bring myself to look away.
Inspired by Anita Sarkeesian’s Video Game Tropes vs Women, I wanted to pitch a Zelda game where Zelda herself was the hero, rescuing a Prince Link.
Clockwork Empire is set 2,000 years after Twilight Princess, and is not a reboot, but simply another iteration in the Zelda franchise. It just so happens that in this case, Zelda is the protagonist. I’m a very big Zelda fan, and worked hard to draw from key elements in the continuity and mythos.
This concept work is meant to show that Zelda as a game protagonist can be both compelling and true to the franchise, while bringing new and dynamic game elements that go farther than being a simple gender swap.
Hope you like it!
Every April we mix things up at The Gutter. This week Screen Editor alex writes about video games and failure:
When I was a kid, my parents got me a later model Radio Shack Trash 80 (TRS-80) computer, but what I really wanted was an Atari. All my friends had them, so I spent hours in other people’s basements, pushing that one red button and twisting the joystick as we navigated pixellated characters through two-dimensional landscapes. I didn’t realize it at the time, but in addition to having fun I was also learning something about handling success and failure. In some ways, sitting down with my friends now and playing the Lego universe games (Lego Star Wars, Bat Man, Indiana Jones) takes me back to those days.