Tag Archives: video games

Bad Influence

Last night, I watched Brideshead Revisited, and let me tell you, it is one festering pile of garbage.

Seriously, **** this movie…

Now before anyone launches into a tirade- yes, I am aware that Brideshead was originally a novel and, from what a lot of critics have said, one that was infinitely better than the movie, the later of which reduced all of the author’s points on culture, religion, and relationships to a couple hours of pretty set design and not much else. Simple fact of the matter is Everyone Poops could have been adapted for the big screen and still have been better than this confusing mess.

Michael Bay was going to, but the book was too cerebral for him…

Look- I can’t speak to either the novel or the author. People who have read the book say it was better than the film, and while I have difficulty believing that, I’m willing to give them the benefit of the doubt. I’m not hear to address that- I’m here to address the fact that someone at some point did actually think that what they presented in the movie was somehow not only worth watching, but worth paying for.

It aint- in case you haven’t gotten that message yet…

I’m not a fan of British period-pieces; if I wanted to see eloquent people with miserable lives, I’d talk to English majors.

What we have in this movie is a group of extremely rich youngsters lounging about an elegant mansion, downing enough alcohol to make newyears in Vegas look like a Baptist ice-cream social, and whine and wail for over half an hour about how miserable their lives are. Not in any existentialist sense, mind you- these characters aren’t disillusioned with luxury, they’re just frustrated that they can’t have everything that they want when they want it the way they want it. This is essentially Walden without any redeeming qualities- just pasty, entitled brats with delusions of insight, giving trailing speeches about their long “suffering”.

And I’m not bringing this up just because one movie sucked- this seems to be part of a greater problem in our culture. I’ve seen the same kind of problem in the film I Love You, Man.

Back in college, my housemates loved this movie. Suggested it every movie night just to see me shiver with horror and disgust. In case you’re not familiar with the plot line, let me break it down for you:

Peter’s getting married. Peter simply doesn’t have any guy friends outside of his brother (played by Andy Samberg, who was the only good part of the movie), and he one night overhears his fiancee’s vile, harpy collection of friends gossiping that it’s weird Peter’s not going to have a best man at his wedding. Peter, who apparently bases his self-esteem on the idle chatter of obnoxious strangers is filled with self-doubt and embarks on a quest to get himself a male friend- because, you know, what will his future wife’s evil friends think of him if he doesn’t?

If you’re trying to jump through the screen, grab this guy, and slap him across the face while screaming quotes from Nietzsche- don’t worry, that was my first reaction too. How we’re supposed to sympathize with this self-pitying sadsack is beyond me- the guy makes Ted from Scrubs look like Teddy Roosevelt by comparison.

I’m not trying to say that every character in a movie- or even every main character- has to be someone admirable. Just look at American Psycho. I’m not saying that these characters have to be ultimately successful. Just look at Goodfellas or The Godfather trilogy. I’m not saying that the characters have fit a classic/stereotypical form of “manliness” (in the case of male characters, anyways)- just look at Zombieland, Superbad, Napoleon Dynamite, or Scott Pilgrim vs the World.

Between movies like Brideshead Revisited, I Love You, Man, and pretty much every romance movie that ever has or ever will be made, there’s this common attitude of entitlement, self-pity, and melodrama.

Ok, you could kill yourself or- OR– spend some time working at a homeless shelter, petition on behalf of political prisoners, overthrow corrupt dictatorships since you are, y’know, immortal…
Just say’n…

Now I know you must all be saying “But Gordon, you charming devil- what’s the big deal? So what if a section of film is dominated by this lousy message of egocentricity, ignorance, and impotence?”

Let me show what the big deal is.

See this guy here? This is goth shock-rocker Marilyn Manson. If you’re not a fan, chances are you’ve still heard of him- in the days that followed the Columbine Shootings, Manson was argued by many conservative and religious critics as having been responsible for influencing the shooters. And obviously, that’s just a single example- whether it’s true or not, we’re all familiar with the outcry against violence in the media- be it anything from video games (see any GTA game) to music (Wu-Tang Clan aint nothin’ to fornicate with) to movies (just take your pick).

Let’s assume, just for a minute, that this is all true. I’m going to discuss the whole “does-violence-in-media-cause-more-violence?” question later in the week, but for now, let’s just say that the answer is “yes”. If these things have a serious negative effect on the views- especially young viewers- and deserve to be censored or even banned on that logic, surely the same can be said for the equally detrimental attitudes and actions (or lack thereof) found in movies like Brideshead Revisited and the like. What do these things teach us?

I was going to say “Stalking and manipulative relationships are romantic”, but I really didn’t have the stomach to slog through countless Twilight posters looking for Edward crouched in the window- enjoy this picture instead…

Again- the problem isn’t with romance as a concept or a plot device or anything like that. I’m not a sensitive guy in even the loosest use of the word, but despite my callousness, I really don’t have a problem with romance- it’s just that romance, as a genre, tends to produce these awful, reprehensibly selfish attitudes, and at the same time make the actual relationships pretty dumb as well. Though no one is ever going to admit it, couples like House and Cuddy or Scully and Mulder are both more believable, moving, and inspiring at their worst moments than any Romance film couple at their best.

Obligatory “Still a Better Love Story Than Twilight”…

What else can I say? Romance movies, and indeed, all media that promotes this whiny, entitled message seems to be just as harmful- if not more- than the bloodiest action flick or the most violent rap or rock. I’d be just as worried about the effects of such media on young minds as I am about the most car-stealing-liest-prostitute-beating-iest video game ever made. Allow me to leave you with this brilliant tweet from comedian Dave Chapelle to drive my point home.

Why I Disagree With Dota 2

Gamers everywhere were rejoicing yesterday as Valve released the first official footage of their newest game, DotA 2, made more special by the fact that the footage was from a livestream of the first DotA 2 tournament ever.

To back up a little, DotA, or Defence of the Ancients, is a custom game mode for the Blizzard-made RTS WarCraft III. Although many mods of the game exist, there are none that can compare to the popularity that DotA has with the gaming community. Influential to the point that it has spawned its own genre of video game,and been the inspiration for the similar titles League of Legends and Heroes of Newerth, DotA has actually become a  feature at worldwide tournaments, including the Asian World Cyber Games. To say that this is just another mod is an immense understatement.

For a bit of background on Valve, they have been the brilliant minds that havebrought us titles such as Half-Life, Left 4 Dead, and Portal. For the most part these are all games that are saturated with narrative and feature inventive, innovative gameplay. Valve has long been seen as a company that deeply cares for its fans, their constant release of new content for the [now free to play] shooter Team Fortress 2 being a prime example.

On October 13th of last year, Valve announced that they were creating DotA 2. IceFrog, a modder who maintained and developed the original game was hired by the company in 2009 and has since been working on the sequel.

That last word is one of my first issues with the game. The very usage of the name “DotA” with the addition of the “2” seems to state that this is yet another sequel to another already-owned property, such as Half-Life 2. This could not be further from the truth. While IceFrog did help a great deal in furthering the game, as a mod it belongs to the community that helped create it, the hundreds of men and women who suggested heroes or contributed icons or penned lore for the heroes they loved playing as. The name, of course, was chosen simply for familiarity, which brings me to my next point.

In order to ease players into the transition from the WarCraft III mod to the new and improved DotA 2 Valve needed more than just a title. According to Game Informer:3

DotA-Allstars‘ roster of 100+ heroes is being brought over in its entirety. The single map games take place on is functionally identical to the one that you can download for free today in the Warcraft III mod. Items, skills, and upgrade paths are unchanged. Some hero skills work slightly better due to being freed from the now-ancient Warcraft III engine, but Dota 2 will be instantly familiar to any DotA player.

Along with the heroes being brought over were their models. Since the world editor in Warcraft III only allowed for so much customization, unit models from the game itself were used in DotA. Instantly recognizable after years of playing the mod, Valve chose to make their heroes look as close to their blockier counterparts as possible.

To the left is an example of the icons used for the heroes, the ones on the left from DotA and the ones on the right from DotA 2.

The first, Prophet [known as Nature’s Prophet in Dota 2], features the same beard and horns, as well as facial tattoos. What was even more disconcerting, however, was the name of the image file for the latter, “furion_lg.png.” Furion is the name of the original hero, and is actually taken from a character in WarCraft III itself.

The second is known by Dazzle in both games, and clearly depicts a troll-ish kind of creature with a skull face tattoo. The colouration is extremely similar.

The third, called Storm Spirit by both, gets only slightly more original. Instead of portraying a humanoid panda DotA 2 instead changes the character to a human, albeit wearing extremely similar garb.

Valve has always been a company that pumped out solid, original content, and watching the tournament replays of this game made me deeply upset. The Anti-Mage attacks just as he always did with long, curved blades on each hand, Leshrac gallops swiftly forward on all fours, torso rocking back rhythmically as usual.

I could point out countless similarities, especially to character design that has always been distinctly Blizzard’s, but I won’t. The fact of the matter is that the easiest way to familiarize a gamer with something new is to show them exactly what they’ve seen before. A muscular red orc with a topknot hefting an immense axe remains exactly that, even with sleeker graphics.

DotA 2 is a game that has a very large number of players waiting to get their hands on it. The genre is only growing more and more popular, and Valve has found a way to successfully cash in on that market. It’s just a shame that this was the way that they chose to do it.

1. See? There’s even a Wikipedia page on it! <http://en.wikipedia.org/wiki/Dota_genre>

2. Seriously, no strings attached. <http://www.tf2.com/freetoplay/>

3.  Source to this and much of the other facts in this post: <http://www.gameinformer.com/b/features/archive/2010/10/13/dota-2-announced-details.aspx>

Guilt in The Congo and the Koprulu Sector

Fairly spoilery.
                                                                                                                                                                      

No matter the medium, there have always been dominant themes in literature. Whether it be the theme of adulthood in About a Boy or the exploration of childhood in Calvin and Hobbes, writers have long voiced their opinions in their work, stating their viewpoints on universal experience. This can clearly be seen in the real time strategy game StarCraft II: Wings of Liberty and the novel The Poisonwood Bible. Though [literally] worlds apart in format and subject matter,  the two are bound together beneath the overarching theme of guilt.

Wings of Liberty‘s Jim Raynor is a man haunted by the ghosts of his past. The sector’s current tyrant, Emperor Mengsk, rules with an iron fist and sits proudly upon his throne due to the former-marshal’s aid in the first war. This despot betrayed Raynor’s love, Sarah Kerrigan, by ordering her to place a device on the capital planet which would lure in the voracious Zerg like moths to a flame, and then abandoning her to them. The Zerg would later transform Kerrigan into a creature known far and wide as the Queen of Blades, a malicious killing machine who would later terrorize the sector and kill Raynor’s closest Protoss ally and friend.

Four years later Raynor is taking steps to topple the government he helped establish. His band of rebels is working to right the wrong that is the Terran Dominion, but even in spite of this the loss of Kerrigan and his guilt over her abandonment remain. These feelings are exacerbated when his old friend Tychus Findlay walks back into his life. Years earlier Tychus took the blame for both of them and was incarcerated for nine years. His reappearance in Raynor’s life brings back countless memories of the good ol’ days, and Raynor is forced to constantly defend his friend against the suspicions and accusations of his crew.

As victories accumulate an opportunity arises, a chance to reclaim the Queen of Blades and restore Sarah Kerrigan to her former self arises. However, the source of the offer is Mengsk’s son, bringing him dangerously close to the man he wants dead. The gripping conclusion of the first chapter of the StarCraft II trilogy involves Raynor having to choose between two regrets, two immense sources of guilt, and his decision holds the fate of their world in its hands.

The Poisonwood Bible is the story of the Prices, a Baptist family who moves from Georgia to the unfamiliar wilds of the Congo. Narrated by the five women of the family, the tale is seen and told through the eyes of Orleanna, wife of preacher Nathan Price, and their daughters, Rachel, the eldest, Leah and Adah, the diametric twins, and Ruth May, the youngest. Originally planning on only staying for a year, their missionary tenure in the village of Kilanga is set awry by political upsets, many of which are caused by their own government.

The Prices do not adjust well to life in Africa, and the strain of life in an unfamiliar land is evident in their interactions with one another. While guilt is not present in their lives from the get-go, things take a sharp downhill turn once Nathan Price begins to force Christianity upon the villagers in a manner which borders on antagonistic. Their lives are placed in danger when political unrest begins to encroach on the borders of their existence in Kilanga and natural disasters such as a drought and the resulting famine cause many of them to wish they had never travelled to the Congo in the first place. Guilt’s immense weight finally falls, however, at the death of one of the Price daughters. None of the narrators are exempt from this event, and all are bowed beneath its burden as they move on with their lives, never quite leaving the past behind them.

The second wave of guilt is felt only by some, and it directly involves the once-hopeful nation of the Congo. America’s desire for cheap diamonds and cobalt leads to a scheme that will put the leader they want in charge of the country, a plan which will overthrow the newly-elected Patrice Lumumba, voice of the Congolese. Western guilt lies leaden on the shoulders of most (but not all) of the Price women, the actions of the Belgians in the colonial era and the actions of their own American countrymen in the post-colonial. Lives and hopes lost at the hands of their Western brethren force them to reconsider who they are as people, and to try their best to come to some sort of reconciliation.

Jim Raynor and Orleanna Price both have lines which, while appearing simple on the surface, speak volumes about who they are and what they’ve done with their lives. Facing his final decision Raynor says, “We are who we choose to be,” a line almost stupidly simple at first glance. In it, however, these seven words manage to encompass his decision to turn away from a life of crime to become a marshal, and then a rebel freedom fighter, a path Tychus looks upon scornfully. These words contain within them his choice to set aside revenge for closure, to save lives instead of sit back, and, finally, his decision to choose between what appears just and what could be redemption.

Orleanna, in the first few pages of the book, tells the reader, “One has only a life of one’s own.” This straightforward statement means more and more as the narrative progresses, yet from the beginning it reveals that she does not really feel needed or loved, and thus has only herself as company. As the novel goes on Orleanna makes her own pivotal decision, one that directly affects her remaining daughters and their lives to come. Opting to set aside her weak-willed self and to put on strength and intensity, she becomes a woman motivated by the eventual safety of what family she has left.

StarCraft II: Wings of Liberty and The Poisonwood Bible both feature protagonists who are riddled with guilt and yet seek freedom from it, who are forced to face it and move on, and who make their largest decisions in the midst of disaster, panic, and betrayal. Both have lived lives full of regrets, yet firmly choose to make one less mistake, for the sake of others and not for themselves.

Kingsolver, Barbara. The Poisonwood Bible. New York: Harper Flamingo, 1998. Print.

StarCraft II: Wings of Liberty. V 1.0.1.16195. 31 July 2010. Blizzard Entertainment. 31 July 2010.

“Rape”

Three days ago a very close friend of mine and I were watching the StarCraft II podcast The State of the Game, an episode of which was specifically discussing foul language and the professional gaming scene.1 I turned to him and casually asked him what his stance on the subject was, a question which began a debate that lasted the better part of an hour.

This post is very difficult for me to write. I face the challenge of having to fairly represent our respective opinions, and I worry I will portray our separate viewpoints with a bias of some sort. In spite of this, I will try to press on and do my best.


Our discussion was, as you may have guessed from the title of this post, on the usage of the word “rape,” specifically in the context of the gaming community. To those perhaps unfamiliar with the terminology, the second entry on Urban Dictionary reads: “To utterly defeat another person in any form of competitive activies [sic].”2  An example of it being used would be someone saying to his friends, in the aftermath of a victorious Halo match, “We just raped those guys.”

My standpoint being that the word shouldn’t be used in this manner, my first point was one that INcontroL3 (Geoff Robinson) made, that its usage is harmful to e-sports in that it lowers the community in the eyes of others. My friend’s response [hereafter referred to as T] was that the context needs to be taken into account; if the word is being used in a setting where everyone fully understands the meaning behind the word [i.e. a StarCraft II stream] then there shouldn’t be any problem.

Outside of that specific context, T pointed out that language is an ever-changing thing, a sentiment I couldn’t, and can’t, disagree with. We give words both meaning and connotation, therefore it is fully within our power to change the words if we’d like. He went so far as to say that the word “rape” has already changed, fully appropriated by the gaming community. My argument was that although this may be the case, this change certainly didn’t need to occur. I wanted to address this trend in popular culture, the inclination to forever push our boundaries [moral and otherwise], but that would have been off topic and is for another time.

Similar to that point, however, I stressed that the word was chosen for a reason. A counterpoint to what he said about “rape” losing its meaning, I brought up the fact that it has such strength about it. It’s a loaded word, and was chosen for its level of offensiveness. Just because you’re no longer stating that you are going to sexually attack another person doesn’t erase the original sentiment behind the word choice.

Lastly, and what many of you may have been thinking while reading this, is that the word “rape” has such potential to offend. Those who have been or personally know rape victims may be very hurt by hearing the word thrown around so casually. A point against hypersensitivity was then made by T: we use much more violent terms such as “kill” and “murder” in regards to video games, so why is there never any outcry made concerning those who have had friends or family murdered?

Furthermore, there is a case to be made for discernment. T placed a lot of emphasis on the ability of the average person to know what the context behind the word is. If someone involved in a contest of any kind [be it video games or basketball] uses the word “rape” and directs it at their opponent then it is immediately assumed that they don’t mean the actual definition of the word. When I once again brought up those who were offended we were brought full circle to his point about the evolution of language.

T reminded me that language is in a state of continual development, and at the very least we are in a transitional period. I argued back that if this transition is going to offend and hurt others, then it would be better if it didn’t happen.  There is also the matter of those same people being hurt and offended even after the transition has fully taken place.

After all was said and done we agreed on a few points, yet it was apparent that on others we would remain divided. According to the Online Etymology Dictionary4, the Latin word “rapere” simply mean to “seize, carry off by force, abduct”;  it wasn’t until the 15th century that the more sexual aspects of the word began to be used. It may be that a few years down the line the word “rape” is thrown around as casually as “beat.” My stance, however, was never that words can change their meaning, but that sometimes they shouldn’t have to.


1. Source: http://blip.tv/sotg/starcraft-2-state-of-the-game-ep41-5229247 [starts again {was discussed earlier} at around 1:50:50]

2. Source: http://www.urbandictionary.com/define.php?term=rape

3. If you really want to know who this guy is: http://wiki.teamliquid.net/starcraft2/INcontroL

4. Source: http://www.etymonline.com/index.php?search=rape&searchmode=none