Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
UNWINNABLE
MONTHLY Volume 4, Issue 11 - November 2017
97
Editor in Chief | Stu Horvath
Longform
what does Fallout tell us about Industrial Waste is good for you |
our wasteful culture? Agustin Lopez
examples: Shovel Knight and Runbow The Successful Sidescroller | Aron Garst
the president displays some...unique problems A New Low | Michael Calia
a developer Q&A, sponsored Revving the Engine: Rite of Ilk |
Contributors
From the Desk of the Editor in Chief | Stu Horvath
F irst off, we had a bit of a kerfuffle over the weekend involving an internet
hate mob and, with Thanksgiving around the corner, it has put me in a
mindset of gratitude. I would like to thank you — writers, subscribers, readers
and editors — for continuing to make Unwinnable a vibrant place to read,
write and exchange ideas. We’re coming up on Issue 100 next year, as well as
our eighth birthday, and I can tell you, it has never been anything but a joy to
serve you as editor in chief.
Our cover story this month, by Agustin Lopez, investigates how the trash
of one world becomes treasure after the nuclear apocalypse of the Fallout
universe and what it says about the world we live in. Alex Flannery’s clean,
graphic style was a perfect choice for this — more on him in the Artist Spotlight.
Our second feature, by Aron Garst, takes on the question of how to make
a great sidescroller. He turns to the developers of Shovel Knight and Runbow
for insight. Michael Calia delivers a short story about the distressing behavior
of a totally fictional president and we round out the long form stories with a
sponsored Q&A with the developers of Rite of Ilk, an intriguing co-op game.
Our columnists are as eclectic as ever. Gavin Craig ponders the hollowness
of Mario. Meg Condis discovers a key problem in the growing world of
professional esports. Casey Lynch cherry-picks the best metal of the month
(my faves: Quicksand and the surprising Spook the Horses).
Brock Wilbur’s latest turns his horror-hunting sights on the classic 1992
Alone in the Dark. Deirdre Coyle talks about her first marriage to goth-warrior
Farkas of Skyrim fame. Matt Marrone gives us a final word on Twin Peaks.
Meanwhile, I get all my bile for the soundtrack to Stranger Things 2 out and
Sara Clemens finds an appealing sort of nostalgia in Thor Ragnarok. Rob Rich
uses the Persona series as an example of how videogame sequels should be done
and, finally, Jason McMaster digs deep into his past to explain the surprising
emotional toll of Wolfenstein II: The New Colossus.
Corey and Amanda will be back next month along with our crossword and
our newest columnist, Yussef Cole. You should read Yussef’s most recent essay
for us on the site: “Cuphead and the Racist Spectre of Fleisher Animation.” It’s
an amazing and informative read.
Lastly, if you’re in the North Jersey area this weekend, come hang out with
us at Geek Flea. If not, see you here in December!
Stu Horvath
Kearny, New Jersey
November 14, 2017
Backlog | Gavin Craig
Looking at Mario
I ’ve never really understood why Mario has a black mustache and brown
hair. On the box art from Super Mario Bros. 3, when the dichotomy first
became apparent, it was possible to read the difference as a coloring error, or
even as the result of the Super Leaf that has granted Mario an additional set
of brown fox ears sprouting from his hat and a matching auburn raccoon tail.
Within the 8-bit confines of the in-game graphics, both Mario’s mustache and
sideburns are black (and in the cover art for Super Mario Bros. 2, interestingly,
they are both a dark brown), but over the years this brown/black combination
has become codified, which gives Mario’s moustache something of a Groucho
Marx quality. It is fake, the affectation of a child playing dress-up.
Super Mario Bros. was not my first videogame. As near as I can remember,
the first games I played were plastic mini-cabinet versions of Pac-Man and
Frogger, and the classmate whose parents watched me after school had an Atari
2600 that we used to play Pole Position and Joust. I don’t even remember Super
Mario Bros. as my first Nintendo game. Even though it was packaged with the
Nintendo Entertainment System my grandparents gave my brother and me
for Christmas in 1988, they happened to give us a copy of Dragon Warrior as
well, and we loaded that game up first. It was an accidental preference at the
time, but it is one I carry to this day.
It is difficult, even for me, to take an unsentimental view of Mario. Even if
Super Mario Bros. was neither my first nor my favorite childhood game, it was
an experience that my friends and I shared together and talked about when
the console was turned off. Even our parents played the game and defeating
it conferred a certain briefly indelible renown. Never upon me, of course.
I could use the warp zones to cheat my way to World 8, but my death there
was almost instantaneous. I didn’t yet understand that the warp zones were
intended more as save points than shortcuts, not to allow players to bypass
the levels between the first and the last so much as to act as points of return.
I don’t think I ever played Worlds 6 or 7, which meant that I never learned the
skills or developed the reflexes to survive the final levels. Super Mario Bros.
is a masterpiece of design — a game which one is extremely unlikely to beat
accidentally.
Even so, as an experience, Super Mario Bros. always struck me as being a bit
empty. After seven false castles, rescuing the real princess in the glorious final
castle results in a single screen of text and the option to either accept the offer
of an effective reverse warp zone, throwing Mario back to an earlier point in
the game, or to stand up and turn off the console. There’s no emotional payoff
because there’s no narrative setup. The game is all there is and, based on the
legacy Nintendo built on these 8-bit foundations, that seems to be more than
enough, but there is a lesson in all of this about Mario.
Mario is not a character and he never was. Mario, more so even than most
videogame protagonists, is a digital shell into which the player can project
herself. Mario has no desires. He has no traits beyond those which are visible
and external. He wears a red hat. His hair is brown and his moustache is black.
This is what Mario is.
Mario is an ambulatory logo. This is not exactly a secret.
This is why it matters what Mario wears. In an October column criticizing
the apparent blindness of popular videogame discourse to the cultural
appropriation inherent in a stereotypical sombrero and poncho costume
Mario wears in Super Mario Odyssey, David Shimomura notes that the outfit
“fails the basic ‘my culture is not a costume’ test.” This, I think, is precisely
accurate.
As a non-character, everything that Mario wears is and must be a costume.
Furthermore, Mario games frequently make this reality a play mechanic.
In the earliest Super Mario games, Mario’s appearance changed as he gained
abilities: his size increases when he eats a mushroom and gains the ability to
smash brick blocks, and his hat and overalls turn white when he gains the
ability to throw fireballs. Starting with Super Mario Bros. 3, however, Mario is
able to put on costumes that carry special abilities of their own. This is a subtle
but important shift from Mario’s appearance changing as a result of new
abilities to new and specialized abilities being the result of Mario changing his
appearance.
The majority of Mario’s in-game costumes are based on animals (like the frog,
penguin and tanooki suits) or refer to in-game elements such as the Hammer
Bros or the Goomba’s Shoe. Even Mario’s overalls and hat can be considered a
Mario costume more than any sort of part of even a fictional organic cultural
background. No one else in the Mushroom Kingdom dresses like Mario, except
for his brother Luigi, whose own comparatively more established character
traits (his height, his cowardice) function primarily to establish him as not-
Mario.
Mario is a content-free signifier in a fantasy world and even with the best
intentions, it would be difficult to respectfully transpose elements of real-
world cultures into such an environment. In some sense, the very placement
of external cultural markers (especially but not only when these markers
are stereotypes) in a fantasy environment is a statement that the culture
in question is an appropriate object of fantasy rather than something with
meaning on its own terms and in relation to a real social and historical context.
I am not trying to argue that it is impossible to respectfully and responsibly
take inspiration from other cultures in the construction of fantasy worlds. But
the construction of any fantasy is necessarily a fraught and delicate task, and
it may be impossible for Mario to be a vehicle for a rich and respectful cross-
cultural representation.
A culture, after all, is more than a set of visual markers, and Mario, ultimately,
is not. U
Documentary Sunday | Megan Condis
There’s plenty to be thankful for this November, including new music from
Converge, Godflesh, A Perfect Circle, Annihilator and Quicksand – and don’t
forget that mega Master of Puppets remastered deluxe box set. So grab a turkey
leg and check out this month’s best metal. And as always, tell me what you
think on Twitter, I’m @Lynchtacular.
Cavalera bros Max and Igor are back with their fourth
not-Sepultura record, which still sounds like some of the
heaviest thrash this side of Arise.
LISTEN: “INSANE”
***
I don’t need to spell out most fantasies fulfilled by marriageable game
companions. For me, the idea that a kind, handsome, eyelinered husband
would help shoulder my burdens (without saying “this is the problem with
feminists — they want it both ways!”) is a fantasy indeed.
After Jack and I broke up, I left Seattle — and Jack’s Steam account — behind.
Jack and I still hang out when we’re in the same city, but I never saw Farkas
again. U
Rookie of the Year | Matt Marrone
One clear idea emerges from that crucible, forged and hard as
rolling steel:
We mustn’t give up.
Ever.
One clear idea emerges from that crucible, forged and hard as
rolling steel:
We mustn’t give up.
Ever.
That’s 18 words — one for each part of Season 3, including the finale — and
one tiny crack, just wide enough to let a single beam of light get in. U
The Burnt Offering | Stu Horvath
Stranger Songs
I don’t know if you know this, but Netflix’s hit series Stranger Things is set in
the 1980s. Mind blown, right?
Stranger Things uses a number of, let’s be kind and call them techniques, to
let viewers know that the year the shadow falls on Hawkins, Indiana, is 1984.
There are Pintos and Oldsmobile Cutlasses on the road. There’s lots of denim.
There are mullets. Most of all, there are 80s pop tunes in the soundtrack.
Soundtracks are hard. More often than not, the songs in a film or TV show fade
into the background and become just one part facet of the experience. Every
once in a while, you get a masterpiece of curation that both stands on its own
and adds depth and nuance to the narrative (Natural Born Killers, Pretty in Pink
and The Harder They Come all come immediately spring to my mind). There’s
also a good deal of cliché in soundtracks. How many times have you heard
Credence Clearwater Revival’s “Fortunate Son” playing under a reference to
Vietnam, or George Thorogood’s “Bad to the Bone” when someone, you know,
is being bad?
Then there’s Stranger Things 2, which approaches its soundtrack with all the
subtlety and meaning of a sledgehammer.
An early example in Season 2: “Whip It,” by Devo, is heard on two separate
occasions when the kids are at the local arcade. When the song was released
in 1980, it was an unlikely hit, partly because most people thought the song
was about sex. Songwriter Gerald Casale later explained that his intention
was to critique the slogans of American optimism and was inspired by
Thomas Pynchon’s Gravity’s Rainbow. Neither interpretation says “arcade” or
“videogames” to me.
Contrast that with what is going on at the arcade. The kids – Dustin, Lucas,
Mike, Will and newcomer Max – have an obsession with the Dig Dug machine
and are competing for high scores. I am not a proponent of nostalgia as plot
point, but this is a nice bit of foreshadowing for the events of the season. Dig
Dug is a game about being chased through tunnels by monsters and, wouldn’t
you know it, that’s also what Stranger Things 2 is about.
Another example. Late in the season, Billy, a character genetically
engineered to be the apex of scummy 80s bully, is getting ready to go out with
his girlfriend. As he’s primping, he has Metallica’s “Four Horsemen” playing.
First off, Kill ‘em All wasn’t a widely distributed album in ’84 and Billy seems
much more like a Van Halen douche rather than a burnout, but let’s put that
to one side. “Four Horsemen” is about the riders of the apocalypse, which, as a
commentary on Billy, gives him a bit too much credit and is an odd choice when
the very next track on the album
is “Motorbreath,” a song that
perfectly sums up his character.
“Don’t stop for nothing it’s full
speed or nothing / I am taking
down you know whatever is in
my way”
In Stranger Things, songs seem
chosen expressly to jab you in
the ribs and say, “Hey, it’s the 80s.
Did you know? 1984. Eighties. We
love that decade’s musical output,
can you tell? Right? Yea.” Nearly
always, the song selections sit at the very front of the audio mix, demanding
you pay attention to them. Actors often wait around awkwardly for the music
cue to end before they start their dialogue. Several times, one song crashes
directly into another to no apparent purpose. It is as if the Duffer brothers
forgot the breakout success of Survive, the creators of the first season’s score.
This is all the more frustrating because Strange Things 2 ends with a brilliant
song cue. The epilogue is the winter dance and final song is “Every Breath You
Take,” by the Police. As the final heartfelt character beats play out, I assumed
that the creators of the show were among the countless fans who think it is a
love song. You see, the soft, romantic vibe hides disturbing lyrics written from
the point of view of a possessive lover – it is so sinister that songwriter Sting
has expressed horror upon learning couples have used it as their wedding
song.
But no, the show not only knows how creepy the song is, it plays upon the
confusion that setting it to a mushy moment creates in a viewer like me. Then
the camera rotates and we find ourselves in the Upside Down. That stalker
song wasn’t playing for the kids; it was for the shadow monster hovering over
the school, watching . . . every move they make. It is perfect.
There are 60 songs played at various times over the course of Stranger Things
2’s nine episodes. One tells a great story and a handful of others do some
interesting character work. The rest range from forgettable to groan-worthy.
There are dozens of shows and movies set in the 80s that use music to great
effect – Donnie Darko, Freaks & Geeks, Halt and Catch Fire, House of the Devil
(just one song, such restraint!), to name a few. Ever the chameleon, perhaps
Stranger Things 3 can add those to the long list of things the show imitates. U
The Heavy Pour | Sara Clemens
The whole thing is just plain fun, from the sound to the sets to the costumes
to the lighting to the special effects to the actors’ actual, genuine laughter.
Smiling and laughing are some of the hardest things to pull off as an actor.
Like a sociopath who mimics emotion precisely but not quite authentically,
an actor laughing on cue often carries a slight chill of unreality, bare as it may
be. It’s why watching a Saturday Night Live cast member naturally break can
result in cathartic giggles for the viewer and why she feels annoyed when the
same cast member forces the break in a retread of the sketch the next week.
I’d wager all or nearly all of the comedic bits in Thor: Ragnarok heavily feature
improvisation. I saw Chris Hemsworth crack a real grin at least half a dozen
times, letting his smile be both Thor’s and his, which means it’s true twice. He
was far from the only one.
It’s these scenes of actors cracking each other up that ignite the warmest
fires of nostalgia in me. Everything feels conversational. There’s none of the
too-quick pattering of slick, predetermined bon mots that’s the specialty of
so many modern comedic scripts. These characters are surprised by what
the others have to say. They’ll get tripped up before laughing, or even ask for
further clarification of an idea. They spin off in wild, absurd directions, talking
about riding hammers in order to fly, or a trickster’s meanest trick being when
he turned into a snake – not because snakes are scary, but because they’re very
cool, and who wouldn’t want to hold one to admire it? But then the cool snake
turns out to be your baby brother who says, “Ha, it’s me! Your brother!”
That was my friends and me at the roller rink: eating junk, reading comic
book stories piecemeal and riffing on each other’s ridiculous ideas about
supersonic farts being someone’s superpower, probably. We were still young
enough to believe we’d change the world someday and, gliding (flying) through
lasers, we’d each ask it to “Take On Me” at the top of our lungs. Out of all the
comic book movies and nostalgia bombs being tossed around these days, only
Ragnarok took me all the way back there and made me feel it all over again.
Feeling it all over again is kind of like laughing for real in a movie – it means
it’s true twice. I guess the world is still going to have to take me on. U
Here’s the Thing | Rob Rich
Refining Persona
V ideogame sequels. Ugh. Far too often, they end up being derivative
rehashes of earlier games in the same series that disappoint despite
having a successful (presumably, because why bother making another one if
not?) start. Sequels don’t always suck, of course, but many do have a tendency
to come up short. Here’s the thing: if you want some excellent examples of
games that do sequels right – by building off of and learning from what came
before – look no further than the latter half of the Persona series.
The first two games were good, don’t get me wrong, but it was Persona 3 that
really put the franchise in the spotlight. The poppy visual design, the style
(both fashion and otherwise), the balance between typical RPG turn-based
battles and “Social Links” – and of course that freaking amazing soundtrack –
were hard to ignore. It was a great game but little did we know at the time how
much better it could get.
Persona 4. My favorite JRPG of all time. God that game is fantastic. This is
where the cleverness of the series’ design improvements started to appear
– because duh, it’s a sequel, right? Persona 4 took the stylish combination of
relationship building and fantastical RPG combat, then refined the crap out of
it. The interfaces were even more slickly designed, the various text boxes and
other displays added even more to the cohesive visual design, the music was
even better, etc. And, my god, those cropped character portraits that pop up
when you hit enemies with whatever they’re weak against (and of course the
all-out-attack) look amazing. Even better than what we got in Persona 3.
Better yet, Persona 4 made a number of mechanical improvements I didn’t
know the previous game needed. Quick travel was a thing, which made the
day-to-day tasks significantly more bearable since all the arbitrary and time-
consuming running was skippable. Symbols appeared next to spells to make
it easier to tell at a glance what was what. Party members no longer got tired
in dungeons – instead you were just limited by how well you could manage
SP and, eventually, you could even replenish it (for a fee). The combat menu
used a much more straightforward and easier to navigate vertical list of words
instead of a rotating circle of occasionally obtuse icons. Dungeons were better,
too, with more thematic areas representing different characters as opposed
to one big tower that didn’t mix the environments up all that much. It was
the best Persona had to offer (until P4 Golden, anyway). But then Persona 5
happened.
As I’ve said, Persona 4 is my favorite JRPG ever. This will never change.
However, from a purely objective standpoint I can’t deny that Persona 5 is the
better designed game. It improves on so many different bits and pieces I’m
not entirely sure where to begin so I’ll just start with the visuals. Holy shit. If
Persona 4 made Persona 3’s visual design look dated, Persona 5 makes Persona
4 look like the first game we got stateside on the original Playstation. My god,
this game looks slick. The level of graphical refinement to everything from
the text boxes to the status screen is jaw-dropping. This also extends to the
fashion, which is way too slick to be realistic but still incredible. The Phantom
Thief outfits in particular are a sight to behold.
The music is also fantastic, of course, though I still prefer what’s in Persona
4 Golden. I can admit that, on a technical level, the newer game’s soundtrack
is even more impressive. The seemingly jazz-inspired (I think?) tunes are all
great on their own, but the way that they grow and change ever so slightly as
the story progresses is brilliant. I can only hope that more games try something
similar in the future.
And then we come to the mechanics, which stand so far above what came
before there might as well be a two-generation gap in the hardware. Wait a
second . . . Kidding aside, as much as I adore Persona 4, I have to admit it’s
difficult to come back to after playing Persona 5. The combat menu does away
with directional navigation entirely and instead has each option (attack,
skill, guard, etc.) mapped to a specific button on the controller. This alone is
a revelation, as it makes combat flow so much better. Skill selection has also
gotten an upgrade thanks to similar symbols that accompanied the skill names
from Persona 4, but now the symbols are also color-coded (i.e. bufu/ice skills
have a blue icon, agi/fire have red, etc). Then there’s more subtle interface
changes like how you can swap personas from the Skill menu instead of having
a devoted Persona menu, or the inclusion of damage types like nuclear and
bullet that haven’t been in the series for several years.
The non-combat changes are just as big a deal. Now non-party Social Links
serve a purpose besides simply providing experience boosts to Persona fusions.
It’s great from a gameplay standpoint because it grants some useful perks like
being able to swap party members while in combat or let you perform actions
in the evening after spending the day dungeon crawling, and it’s great from a
thematic standpoint because it feeds in to the idea that you’re part of a team
of misfits fighting against society on the down low. Fast travel is even easier
as now you can jump to specific locations instead of more general landmarks,
plus when people want to do stuff you get texts that you can respond to in
order to immediately meet up with them rather than try to find them in the
city. Hell, you can save anywhere when you’re wandering around the city – no
more searching for glowing butterflies.
The sequels that fall flat tend to make no changes, super small changes or
really weird changes. What Persona 3, 4 and 5 do right is make changes that
matter. The big ones, like the visual design, work because they lend each game
a very distinct feel – you can look at a screen shot for any one of the three and
immediately know which one it is. The small changes, like the combat menus
and skill icons, are simple on the surface but make a significant impact to what
you could consider “quality of life.” And the weird decisions, well, they’re
weird in the right ways. Mostly. I’m pretty sure they should’ve put much more
thought behind Lala Escargot. U
The McMaster Files | Jason McMaster
Your work is super clean. What about that look that appeals
to you?
For whatever reason, I’ve never been very good at capturing
realism. Didn’t matter if I was drawing, painting, sculpting
– you name it. As a result, I tended to go the other direction
with my projects and that typically meant incorporating
a lot of deconstructed, simpler elements. Ultimately, I
suppose that evolved into the style of work I create now.
I think what I find appealing about this style of work is
precisely the simplicity and neatness that goes along with
it. Generally speaking, I try to avoid overcomplicating
whatever I’m doing and that seems to carry over into my
design and illustration work as well.
Let’s talk puns. You’re a pretty punny guy. How do you craft
a good art pun?
Hmmm, great question. I can confidently say that I don’t
have a concrete approach to this, and that the idea for each
Red Robot Co. print was conceived in its own unique way.
For example, my “Fowl Play” screenprint [a rooster playing
Hamlet – Editor] is a pun on a pre-existing phrase (likewise
with my “Death Before Decaf” design), so the objective
with those designs was to deliver the punch line visually as
opposed to through the title of the piece. In contrast, I came
up with the title of my “Grubduction” print [a UFO beaming
up food from a pizza joint – Editor] long after the actual
imagery had been created, so the approach to tackling that
one was kind of the opposite.
That said, whenever I am trying to come up with ideas
for some new Red Robot Co. work I generally have at least
a vague idea of what I’d like to do, for example “I’d like the
next print to feature a cow” or “I want to take this phrase/
quote and make a funny illustration to go with it” and then
I’ll just go from there. It’s a fun process.
***
You can see more of Alex’s work on his official site and his
Instagram. You can also buy your favorite punny prints at Red
Robot Co. U
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Playlist |
“Always Ascending,” by Franz Ferdinand Matt Marrone, Gavin Craig, Gingy Gibson, Levi
“Los Ageless,” by St. Vincent Rubeck, Deirdre Coyle, Melissa King, Don Becker,
“There She Is,” by Frank Turner Sara Clemens, Astrid Budgor and Alyse Stanley
Reading List |
Crash Override, by Zoë Quinn From a Certain Point of View (Star Wars), by
Renée Ahdieh, et al.
Akira, by Katsuhiro Otomo
The Blind Assassin, by Margaret Atwood
Twin Peaks: The Final Dossier, by Mark
Frost The Crimson Petal and the White, by Michel
Provenance, by Ann Leckie Alyse Stanley, Astrid Budgor and Jeremy Voss
Now Playing |
Super Mario Odyssey - Nintendo is two for two on their open-world style
signature franchise releases. I’ve been a fan of this style of Mario game since
Mario 64. Nintendo has embraced change and created nostalgic, challenging
and wholly new experiences featuring characters we cherish. I’m looking
forward to spending hours combing through the levels after finishing the
campaign, leaving no stone unturned in the search for every single purple
coin and moon there is to get. Also, Mario looks pretty sweet in a baseball cap
instead of his normal, tried and true hat if you ask me.
(Erik Weinbrecht)
I have not enjoyed a 3D Mario game this much since Mario 64.
(Don Becker)
Final Fantasy V - I don’t know where I got this sudden urge to play the damn
game, but here it is in all its undeniable glory and I can’t help myself. I’ve only
just started it; I haven’t had time to read or watch or play much of anything I
truly wanted to. Ho buddy... I did miss this game.
(Austin Price)
Hollow Knight - Finally wrapped this one up and I don’t know if it’s me or
the game, but even though I took a significant 25 hours to finish, I never felt
bored. Many times in Super Metroid or Symphony of the Night, I would get lost
or bored, always forgetting where that one spot I couldn’t get to before but
now totally can is. And though this happened often in Hollow Knight, the game
felt so tight and its underworld so packed with little things to find in every
spot, each run through a hallway never felt like a chore, but rather a romp.
(Levi Rubeck)
A Mortician’s Tale - I anticipated this game’s release for months and was not
disappointed. The story deals sensitively with grief and the death industry, the
gameplay is soothing, the narrative thoughtful. And at one point, the option
exists to play a minigame of goth Minesweeper. Just saying.
(Deirdre Coyle)
Star Ocean: Integrity and Faithlessness - Star Ocean 5 is fine, y’all. I was
fooled by the negative reviews by American outlets, when in fact it did great
in Japan. It could definitely use earlier fast travel and more plot, but have you
played Star Ocean 4? The series isn’t dead, and now I’m considering buying a
$40 plush mascot bunny. Star Ocean forever, baby.
(Melissa King)
Captain Toad: Treasure Tracker - This game is hot fire. Seriously. This
is the single best Mario game to come out in years, if just because it has
personality and quality and actually presents an interesting challenge. My
kingdom for a Captain Toad’s Treasure Tracker 2.
(Amanda Hudgins)
The Legend of Zelda: Breath of the Wild – I’m loving the main storyline,
but not since Red Dead Redemption have I been so tempted to just get on a horse
and ride around the digital countryside. The fact that I get to stand around
making up ridiculous recipes for hours is just a bonus.
(Sara Clemens)
Harmonia - Beautifully conceived IF game by Liza Daly, designed for the 2017
Interactive Fiction Competition. As someone constantly picking at my own
IF projects, it’s a real inspiration to see something this fully formed! Daly’s
writing and design work in perfect concert to create a fabulous hypertext. I
highly recommend this game.
(Astrid Budgor)
INDUSTRIAL WASTE
IS GOOD FOR YOU
Lessons Learned from Fallout’s Wasteland
By Agustin Lopez
H ave you ever attached a bouquet of
knives to the barrel of a minigun?
In Fallout 4, you can craft the Bayoneted
overstocked shelves and derelict pantries
for families of four – ironically, there is
enough waste to sustain life.
Shredding Minigun with just a bit of Yet, as you wander through vacant
steel, screws and adhesive. All it takes are houses, you will find items that appear
the right resources and there is a surplus to be bona fide trash. Opening a metal
in the Commonwealth Wasteland. container might net you a clipboard or
The post-apocalyptic wastelands in an empty tin can. Unless you plan on
Bethesda’s Fallout series are heavily taking notes, how could a clipboard help
populated, not with people, but you survive? And why would Bethesda
with items left behind from the pre- dedicate so much disk space to worthless
apocalypse. They were everyday goods junk?
mass-produced for mass consumption, Once you activate a workbench, you
like a bottle of Nuka-Cola or a Vault- start to understand the purpose of
Tec lunchbox for kids. After the nuclear worthless junk. Crafting new items is
annihilation of the United States during one of the hallmarks of the Fallout series,
the Great War, large deposits of these known for its byzantine menu system
goods remain untouched in the ruins of detailing how you can re-appropriate
the country. Billions of consumers were clipboards and tin cans into something
killed, after all. The overabundance of useful. In other words, one generation’s
old world items makes survival possible trash is another generation’s treasure.
for those unlucky few who survived the The wealth of options available at a
blast and now live in a nuclear dust bowl. crafting bench proves that Bethesda
The benefit is obvious for scavengers loads the wasteland with old world junk
who cannot farm their own sustenance. to help you assimilate to the new world.
They rely on the countless Fancy Lad All it takes is a bit of imagination to put
Snack Cakes and YumYum Deviled something together. Below are a few
Eggs scattered across the wasteland, examples of low-tech innovation from
which is fortunately littered up to the the Capital, Commonwealth and Mojave
horizon. Overflowing garbage bins and Wastelands in Fallout 3, Fallout 4 and
dumpsters, forgotten factories with Fallout: New Vegas.
Wasteland. Sawed-off metal pipes, wood
and a lot of duct tape can somehow be
woven into a functioning firearm. The
advantage of this Frankenstein gun is the
ability to modify it. Adding an improved
grip or barrel takes just a few more bits of
steel and adhesive. You can even fashion
a scope sight out of a small hollow pipe
and the reticle out of two screws.
THE SUCCESSFUL
SIDESCROLLER
W ith what seems like a never-
ending supply of 2D side scrollers
out in the world, it’s becoming harder
the 1980s and 90s. It gives the impression
that there is a huge and expansive world
within all those pixels, even though it
for any of them to stand out. You can may not seem like that when playing at
find hundreds of them while browsing first. “That kind of freedom leaves a lot
through the back pages of Steam and the to the imagination,” Velasco says. “That’s
various console marketplaces. why we see all the art with Shovel Knight
“It’s hard to want to play more of these, drawn in different styles, from Japanese-
since I’ve played so many,” says 13AM style cutesy to Dark Souls-esque badass.”
Games CEO and game designer Alex That freedom let Yacht Club tap into the
Rushdy, one of the creators of Runbow. hearts of many older gamers without
“You need to show me why you stand alienating new players.
out and do something original to get my The team at 13AM Games had a
attention, and that’s hard to do.” similar line of thinking when creating
So how can game makers create a a campaign for Runbow. They wanted to
successful 2D platformer that stands out showcase the game’s party-centric utility
to people? In order to cut through the brought on by its frantic nine player
noise, they need to create a tonally and multiplayer mode. “It’s the kind of game
mechanically cohesive experience, then where you’re going to party in both the
get it in front of players with an honest physical meatspace
marketing campaign. and within the
The designers behind Shovel Knight
knew that they would need to get people’s
attention with something that harnessed
the games nostalgia factor. “Shovel Knight
is very devoted to the kind of experience
you have on the NES, including how the
screen transitions work, how weighted
the character feels, and so on,” says Sean
Velasco, a developer at Yacht Club. “The
advertising shows that without taking
advantage of the nostalgia.”
The posters and artwork that Yacht
Club created detailed elaborate
characters, goofy weapons and
treacherous landscapes while
the actual game itself is
pixilated, similar to all sorts of
classic game advertising from
game,” Rushdy says. Posters for the game campaign is to base your marketing
featured colorful characters clashing off everything that makes your game
in a crowded scene, mirroring what unique, like nostalgia with Shovel Knight
people could be doing on the couch while and multiplayer craziness with Runbow.
playing. The effort shouldn’t end with the
Rushdy and crew went through a lot of marketing campaign; game development
trial and error before finally establishing consists of many elements that all need to
that colorful art style. “We didn’t know work in tandem. “Making sure your game
where to start in the early stages of is cohesive, making it feel thematically
the game,” Rushdy says. “We ended up and tonally unified is really important,”
pulling from old 1960s movie posters and Velasco says. “The worlds in games like
opening sequences.” Inspiration came Super Meat Boy, Binding of Isaac and
from the famous graphic designer Saul even Shovel Knight resonate with people
Bass, who created posters for classics –enough to even get tattoos sometimes.”
films like The Shining, Vertigo and The Boss battles tend to be a huge aspect
Anatomy of a Murder. The rigid edges, of sidescrollers that tend to break that
blocky shapes and heavy contrast in Bass’s unification. “Boss battles have a great
art is found all over the place in Runbow. potential to make the gameplay feel
“Eventually it evolved into something poor,” Velasco says. “You devote lot of
that was more distinctly Runbow but still time in development designing the
very reminiscent of that era.” unnecessary parts of the boss like their
The success behind these two titles intro, unique moves and a special arena
proves that marketing is one of the most to fight in.”
important parts of making a game. What’s Boss battles often reflect this
the point in putting all that work in if development time sink in the final
no one plays it? The key to a successful product, turning out to be a long
and repetitive mess. These fights are levels they are in. And sadly, that doesn’t
important milestones, meaning they happen on a lot of development projects.
need to be engaging and memorable. “You have to be willing to part with your
A fun boss can leave an impression for design as you originally envisioned it,”
weeks after playing, while a bad one can says Velasco. “You’re gonna face criticism
push players away permanently. “Shovel and you have to be willing to cut things
Knight’s bosses are mostly about who based off feedback. Sometimes they’re
can deplete whose health faster,” Velasco right – everyone else is right and you’re
says. “And how do you do that, by getting wrong.”
in there and fighting him like Shovel Developers need to be able to cut
Knight would, you’re having a real duel parts of their game that don’t mesh with
with that character.” the entire project as a whole. You need
In a lot of other side-scrollers, you to make creative sacrifices in order to
don’t take the boss in straight one-on- have something stand out in a genre as
one battle, instead you have to complete crowded as this. “There are so many
a handful of scripted actions before games that come out with a good story
defeating them, which is boring almost and a cool new mechanic,” Rushdy says.
every time. It’s the opposite in Shovel “But they come out and get forgotten so
Knight, “I didn’t knock three cannonballs quickly, being good isn’t good enough
on the Black Knight’s head to defeat him” anymore.”
Velasco adds. “I had to fight him toe-to- “You need to be able to justify your
toe.” game’s existence,” Rushdy says. “If I have
Shovel Knight’s bosses are taken down already played Shovel Knight, Guacamelee,
just like the rest of the game’s enemies, Runbow and such – why should I pick up
by beating them senseless with a blunt your game?” With so many games on the
shovel. Standing over a lifeless body market, it’s important for developers to
feels far more rewarding after actually consider who they are making their game
learning their fighting style, rather for and why they are making it. Even if
than having to learn and abuse some a project is solely based on passion, it
environmental quirk. Boss battles should needs to be played.
be fantastic challenges that really elevate “If no one plays it than the game itself
the level of fun you have when playing, isn’t complete,” Rushdy says. “If no one
but in order for that to happen they enjoys it then the game, as a work of art,
can’t be treated as separate parts of the isn’t complete. U
Fiction |
A New Low
By MICHAEL CALIA
–You, you’re fake news, but I’ll take a The next reporter asked about
question from you because I want to infrastructure. The president thought
show that I can be fair, unlike you! this was a respectful question, and so
The president wasn’t supposed to he decided to give a full answer. Then
address the media, but he had a bone to he sniffed, something he had done
pick. He stormed into the briefing room, during the debates back during the
taking his press secretary by surprise, fall campaign. Political observers and
but she dutifully scooted to the side as body language experts asserted that the
the president replaced her at the podium. president’s sniffing indicated he was
For the reporters gathered in the room, nervous or uncomfortable, and, perhaps,
however, this was a treat. They loved that intimidated.
the president didn’t have a filter. They The president didn’t look so well. His
loved that they could bait him into saying face, already darkened by tanning cream,
the most outrageous things. Well, not all was blotchy: furiously reddish orange in
of them. Several of the reporters were some places, pale yellow in others.
genuinely afraid that the president was He sniffed, and he sniffed again. Then
wrecking the institutions that provided he coughed.
the nation with its foundations and The president didn’t have all the
connective tissue. facts, but that didn’t matter. His wildly
The reporter started to ask about some inaccurate rhetoric played best on cable.
controversial remarks the president He got his message across. He spoke to
recently made about white supremacists his supporters. And they loved him for it.
marching to protect a statue of a –SNIIIFFFFFF! You! You’re next. What’s
Confederate general. It had been a new your question?
low in the presidency’s brief history, The reporter rose and doubled
the pundits proclaimed. The reporter back to the question about the white
was just about to get to the meat of his supremacists, but she managed to get to
question, but the president cut him off. the point without the president cutting
–Next! That’s fake news. You! Next! her off. The president was furious.
The brief exchange was frustrating, but –SNIIIIIIIIIFFFFFFF! FAKE NEWS!
the reporter knew it would nonetheless –But, Mr. President, the reporter
make for good copy. The video was pressed, do you stand by your remarks?
already going viral online. The former grand wiz–
–FAKE NEWS! I disavow. Fake news. –F–F–FAAAAAKE NEEWWWWSSSS …
SNIIIIFFFFFFF!! SSSS … sss …
The reporter sensed an opening. Quieter this time, but more guttural.
–What does that mean? What do you There was fluid in his throat, something
disavow? Whom do you disavow? rich and gooey. The stink kept coming in
–SNIFFFFFFFFFFFFFFFFF!! waves. Reporters in the front row noticed
The president began to quiver. a dark, shimmering pool gathering
–SNIIIIIIIIIFFFFFFFFFF!!! behind the base of the podium, near
He grimaced. where the president was standing. Was
–SNIIIIFFFFFFFF!!! sniff SNIIIIIIIIFFFF it blood? Was it – oh no – diarrhea? Had
The president swayed. He convulsed. the president become incontinent on
There was a loud POP followed by national television? The journalist from
a gurgle. The reporters closest to the the Christian news network blanched
president thought they heard a crunch and whispered the Lord’s Prayer.
follow the pop, then some bubbling and Then the president’s head jerked
maybe some squishing. Pressurized air left and right, back and forth. Jets of
whistled out. It was wet, whatever it the black liquid squirted from fresh
was. Toward the back, journalists heard cavities opening around the president’s
the president moan, but it sounded more collar. His head swayed, and he started
like a whine with some bass undertones to scream at an unearthly pitch. One
to reporters at the front of the room. His reporter, an especially clever writer
face, already puffy and weathered and from one of the big broadsheets, jotted
loose, went slack. His eyes caught the down a hasty note: “comp. to monster
hot TV lights, but they were empty of in JC’s THING.” Within minutes, some
emotion. He thrust out his arm, jabbing deft cyber humorists had already acted
an accusatory finger toward the reporter on this obvious comparison, mashing up
who had just sat down. the raw footage of the press conference
–FAAAAAKE NEEEEWWWSssssssss!!!!! with sound effects and footage from the
Then came the stench, redolent of science fiction horror classic.
rotten eggs and feces left in the sun. Some reporters leaned in to see more,
The reporters heard another pop, this but no one got up from their seat, and no
one even louder and wetter. The stench one who was standing moved from their
intensified, and the president appeared spots other than to angle themselves ever
to be shrinking or, probably, slouching so slightly to improve their view. Most
– yes, that was the rational explanation of the reporters were tapping furiously
some reporters turned over in their at their smartphones, either to dash off
minds, conscious of the president’s base notes to their editors or pepper Twitter
and what they’d want to hear. Obviously, timelines with sharp, pithy insights and
some sudden malady gripped him. descriptions. The briefing room had
never felt this quiet or apprehensive, The president started to gather himself,
not in even in times of great national his new body becoming sturdy. The
mourning. reporters and staffers off to the sides of
By now, the president’s head had the podium saw that the president’s head
receded from sight, at least for the sat atop a long, chunky column of milky,
reporters looking directly toward the translucent flesh that was segmented
podium. Had he fallen? Was he vomiting? like a worm’s body. The people closest to
Maybe it was a heart attack. Or a stroke. him could see veins and arteries strewn
The president was getting on in years, wildly, in bursts and tangles of red and
after all, and his diet consisted mainly green and blue, beneath his skin, some
of greasy red meat, fast food and ice bulging through the surface. There were
cream. Folks on his side of the podium, snot-yellow blobs floating in the gurgling
particularly his aides, saw everything morass. The onlookers with the keenest
that was happening, though. It looked vision could make out impressions of
like the president had receded within what would likely be organs, although
his body. His head and face grew darker, they didn’t possess forms anyone with
and harder, but his body went loose. His even a rudimentary knowledge of human
most loyal aides, the true believers in the anatomy would recognize. Several valves
movement, gazed with reverence. opened up and down the president’s
The president quivered, and then body, some thin, some wide, puckering
there was a final pop, this time even and expanding. Breathing. Expelling.
softer and moister. His torso sloughed off Dripping.
and flopped on the floor like a load of wet The president rose, his new body
laundry. The president’s head lolled from forming a tight, solid coil. Two thin black
side to side. It wasn’t attached to what strands, like wires, began to poke out
had been his neck and torso, but it was of either side of where the president’s
attached to something. neck and shoulders would have been.
–Is this some kind of gag? asked the They were skinny but strong, and they
reporter from the cable news network in were capped with tiny barbed claws that
the middle. glistened like fish hooks. The president
–I bet it is, and the liberals are going to gripped the podium with his tiny new
fall for it, said the reporter from the cable hands, scraping the sides and top, and he
news network on the right. pushed his head back to the level where it
–Just a stunt to distract from the was when he had a normal human body.
investigation, more like it, said the He opened his mouth in an agonizing
reporter from the cable news network on yawn, and his teeth shot out like bloody
the left. popcorn kernels, giving way to steely
More moaning, or whining, depending blades jutting from his gums. Then he
on where you were in the room. puked. It was brown and studded with
fuzzy, gelatinous orange chunks, and it the big financial cable news network
overflowed from the podium. Plop, plop, hauled in a panel of market gurus to
plop. ponder whether this would derail the
He gazed at the audience of reporters president’s investor-friendly agenda
with new eyes, black eyes, button- of tax cuts and incentives for privately
mushroom voids, which neither caught run infrastructure projects. Markets
nor reflected light. The president opened eventually turned around and closed
his mouth wide again and screamed. slightly higher after traders figured, hey,
– MAAAAAAGAAAAAAAAAA!!!!! the president’s party still had control of
The press secretary waited for her both houses of Congress, so the future
boss to finish and then yelled over the still looked bright for at least another
reporters shouting fresh inquiries. quarter or two.
–The president can take two more The hosts on the right-wing cable
questions, and then we gotta put a lid on news channel debated whether what
it, folks. happened was the left’s fault for egging
the president on and obstructing his
*** policies, or if it was just the president
being the president: upending the
Social media lit up with news of corrupt old system and doing exactly
the president’s latest scandalous what his supporters elected him to do.
press conference. The hashtag One of the nation’s leading evangelical
#impeachtheworm trended all afternoon ministers appeared in the 9 p.m. Eastern
and into the evening, but #MAGA had a hour to declare that he was praying for
pretty good run, too. Within hours, all the the president to overcome his enemies.
big newspapers had “tick tocks” on their Hosts on the cable news channel on the
websites, chronicling what actually went left framed their debate in the context
down behind the scenes – depending on of the ongoing investigation. Was the
unnamed sources, of course. One of the pressure getting to the president? Was the
more liberal news sites reported that special counsel on to him? Just how soon
“people close to the White House” told would this house of cards come crashing
them that the president’s daughter and down on the president and his cronies?
her husband, both senior aides in the Some panelists, however, suggested
administration, were concerned about that it was wrongheaded to insult the
the president’s behavior and didn’t president or criticize him too much, lest
necessarily approve of what he did that his supporters become offended.
afternoon. On the cable network that positioned
The Dow dropped more than 100 points itself in the middle, a special panel
over the course of about a half hour consisting of 12 pundits, former
while traders watched the spectacle, and politicians, reporters and experts hashed
out what kind of “optics” were on display to seize the food and suck it down. It
during the press conference, although secreted a milky saliva that drizzled and
they ultimately left the door open for pooled in the segments down his belly.
more definitive answers. The president didn’t wipe the mess from
The nation’s great liberal publications, his body, but, rather, he rubbed it into his
meanwhile, dispatched their best, most increasingly coarse skin.
empathetic reporters to the vast middle He then had his routine intelligence
of the country, where they tracked down briefing. Things were getting tenser in
the president’s most ardent supporters Asia, while the terrorists lost ground
and asked them whether the leader’s in an oil-rich Middle Eastern nation.
behavior earlier in the day would change Upon hearing the latter development,
their minds about him. No, they said, this the president hissed, then laughed, then
didn’t change a thing. This wasn’t his vomited a gray stew of mostly digested
fault. Look what They made him do. food, although the secretary of defense
The nation’s great conservative swore he saw something wiggling in
publications, in turn, exclaimed that there, too. Like worms in ecstasy, he
they were embarrassed and ashamed by would later tell his wife. Damnedest
the president’s actions that day, but there thing. The president laughed again.
was still a chance he could right the ship –MAAAAAGAAAAAAAA …
– if only he listened to their advice. He had no public events scheduled that
The pollsters took to the phone lines, day, but he welcomed leaders of both
which would yield some bad news for parties to a pivotal meeting on spending
the president. Once all the numbers were and debt around noon. The media widely
tabulated, the data would show that the expected things to go badly, given the
president’s approval rate fell yet another president’s pattern of aggressively selfish
point, yet another new low for his young and ignorant behavior, but he struck the
administration. first deal he could make – with the leaders
of the opposition party – triggering
*** resentment in members of his own party.
The press couldn’t believe it. They
The next morning, the president greeted the “gentlemen’s agreement”
greeted his day with a breakfast of three with shock at first, but then, with a few
poached eggs, five sausage patties, two exceptions, most of the mainstream
cans of Diet Coke and ten freshly skinned columnists and observers began to
Corgi puppies simmered in maple syrup. suggest that, maybe, this was a new
Over night, he had developed a new president, a bipartisan president, an
cavity, positioned five inches below his independent president.
mouth, which was a vortex of puckered The following morning, as the
and folded skin that dilated and extended president slurped down four eggs-over-
easy, deep-fried hash browns and baked began to bulge and blush. With nary a
tabby kittens stuffed with figs and diced grunt or a wince from the president, the
goat testicles, he read with glee the momentary tumor split open and pushed
newspapers of record from both New out a cylindrical pudding the color of the
York and Washington. Each featured water in a three-days-clogged toilet. The
lengthy page-one stories about how the log, which gave the impression of sweaty
president was more interested in getting cheese left to fester for the flies, was
things done than he was in playing the spiny with tiny bones. Its odor instantly
kind of petty partisan games that had filled the surrounding staff and guards’
become the norm in the past twenty noses with a burning sensation that
years or so. This was the president Middle could only be described as “turpentine
America elected, they declared. This was on fire in a chum bucket left under a dock
the president the country needed right at low tide.”
now. This was the pivot. Before the president even slid into the
–MAAAAGAAAAA … car, the nearest steward, lacking a towel,
Now the media would watch for quickly snatched newspapers that the
whether the president could seize the president had left behind. He dashed over
momentum. Two days after a widely to the commander-in-chief’s shit, which
denounced press conference, the was now oozing chunky beige worms,
president was off to see his public. Icy and scooped it all up with the kind of
cans of Diet Coke and urns of whole professional efficiency that comes from
pickled piglets awaited him on the plane. years of serving absolute power in the
The president left the newspapers most genteel setting.
and slithered toward his limousine, The steward didn’t grimace once, not
which would carry him toward a fully even when he tossed the oozing cluster
fueled Air Force One headed for a rally of newsprint and filth into a dumpster
in Des Moines. As he approached the already stacked high with the skins of
car, a spot toward the end of his tail young dogs. U
REVVING THE ENGINE
A SERIES PROFILING THE RECIPIENTS OF
UNREAL DEV GRANTS
RITE OF ILK
It seems like tying the players together would create double the
problems in terms of mechanics and puzzle balance. Is this the case?
And, if so, how have you overcome the challenge?
Although their Ilk, ancestors, and the Gods all paved out Mokh and
Tarh’s road for them to take, the real journey is about finding yourself
and your own path, together with someone else. When it really comes
down to it, albeit likely a lot less dramatic, it’s not all that different
from your journey to maturity in the real world.
Why did you choose Unreal Engine 4? Are there any unexpected
benefits or challenges to using the engine?
***
For more on Rite of Ilk, follow the team on Twitter and Facebook, or check
out their development blog.
Contributors
ALEX FLANNERY is a graphic designer and JASON MCMASTER is a writer and editor
illustrator from New Jersey. In addition to his with a lifelong passion for games. When he isn’t
graphic work, he screenprints original art, working on Unwinnable, he’s either on his PC
apparel and others wares under the moniker or playing a board game. Follow him on Twitter
Red Robot Co. Alex can be found at a New Jersey @mcmaster
Devils game or binge-watching The X-Files.
Follow him on Instragram @ohflannery AGUSTIN LOPEZ is an author, designer and
educator living in Brooklyn, New York. He
STU HORVATH is the editor in chief of has been published in Motherboard, Thought
Unwinnable. He reads a lot, drinks whiskey and Catalog, and more. You can see his work at
spends his free time calling up demons. Follow agustinlopez.com.
him on Twitter @StuHorvath
ARON GARST is a Los Angeles-based writer
GAVIN CRAIG is a writer and critic who lives who loves everything about gaming, garlic bell
outside of Washington, D.C. Follow him on pepper chicken and the San Francisco Giants.
Twitter @CraigGav He also loves the idea of inside jokes and hopes
to be part of one someday.
MEGAN CONDIS is an Assistant Professor of
English at Stephen F. Austin State University. MICHAEL CALIA lives in New Jersey with his
Her book project, Gaming Masculinity: Trolls, preternaturally patient wife and their son and
Fake Geeks, and the Gendered Battle for Online dog.
Culture, is under contract with the University
of Iowa Press.
Illustrations
CASEY LYNCH is editorial director of Square
Enix where he works on Tomb Raider, Deus Ex, All screenshots, film stills and promotional
Hitman and more. His first metal show was images courtesy of their copyright
Anthrax, Testament, and Metal Church in 1987. holders. All photography is in the public
Djent with him on Twitter @Lynchtacular domain unless otherwise noted. Original
works and Creative Commons licenses
BROCK WILBUR is an author and comedian below.
from Los Angeles who you can follow
@brockwilbur on most social media platforms Cover: Alex Flannery
and at brockwilbur.com