2211: On “Burn in Hell, Yarny”

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A videogame called Unravel will be released tomorrow. It may be a good game, and it is certainly a good-looking one, with a soft focus and hazy depth of field; tree leaves rustle convincingly and thick snowflakes pile up as the camera pans ever right-ward. It appears to make use of this tactile world for a series of physics-based puzzles, like moving rocks to get up on ledges and creating makeshift vines with which to soar across little ponds. These may be very clever puzzles, building toward a resolution that is very satisfying, but I will never know, because I will never play Unravel, and that is because its protagonist, a little red yarn-man named Yarny, can go fuck himself.

This was the opening to an article from Kill Screen, a site that originally positioned itself at the very spearhead of “new games journalism”, boasting both a print magazine and an online component that would offer something a little different from the usual consumer advice/PR/news, previews, reviews cycle that most games-focused sites had provided up until that point.

I remember Kill Screen launching; it was actually at the first PAX I went to — I even still have a copy of their “Issue Zero” that I picked up at the show somewhere. It looked like it was going to be a great read, and a bold new frontier for games criticism.

Look at that opening paragraph again. Look at the last half of the last sentence.

“I will never play Unravel, and that is because its protagonist, a little red yarn-man named Yarny, can go fuck himself.”

Needless to say, I do not feel the same way about Kill Screen as I did when it was first launched. I hadn’t felt the same way for quite some time, to be honest, since its take on intelligent criticism had started to veer rather too heavily in favour of heavily ideological-based arguments rather than actual analysis of the art on its own merits — a scourge that the entire games press has been afflicted with for the past few years — but this article today has cemented my feelings.

What I did want to talk about, though, is the staggering hypocrisy of some people — within and outside games journalism — when censuring this article, and it most certainly has received almost universal censure from all angles. Deservedly so.

The key thrust of the article is that the author has no plants to play Unravel because he doesn’t like the look of it. He doesn’t like the look of the protagonist, and he doesn’t like the fact that the game looks like it’s going to be a narrative-centric, emotional experience that emphasises artistry (in the traditional sense) over game design.

You know what? Those are perfectly valid reasons to not want to play a game. There are lots of games I don’t want to play because I don’t like the look of them, because I don’t like that type of game, because the subject matter doesn’t appeal or because I know people I don’t like love them. Rational or not, pretty much any reason you can think of not to play a game is an absolutely valid one from your own personal perspective: we’re already living in an age where it’s literally impossible to play every single game out there, even if all you did all day every day was play games, so everyone, consciously or not, has their own set of selection criteria for what they put on their plate at any given moment.

What isn’t okay, though, is then picking on something that 1) you confess doesn’t appeal to you and 2) you admit you have no intention of playing (and therefore speaking from a position of authority on) anyway — and then writing a critical article about how it’s symptomatic of everything wrong with modern gaming. The author has some fair points — that some developers believe emotional manipulation of the player is an end unto itself, and that this isn’t the same as creating something truly artistic — but they are completely invalidated by the position of ignorance from which he is speaking: he’s criticising Unravel and games like it without any knowledge of what they’re actually like — he’s speaking on the basis of assumptions, not taking the time to research it for himself.

Where else have we seen this happen? Oh, right, with pretty much every niche-interest Japanese game released over the last few years. We’ve seen series like Senran Kagura berated for having boobs in them, but little to no discussion of their more progressive aspects such as homosexuality, sexual kinks, forming friendships across ideological barriers and accepting people for who they are. We’ve seen my longstanding favourite Hyperdimension Neptunia all but rejected from any cultural significance for being “hypersexualised” and having characters that both possess breasts and breathe, with little to no mention of the series’ perpetually on-point satire of games and game culture, excellent writing and characters strong enough to carry games in a wide variety of styles. We’ve even seen people branding the “Amie” feature from the Japanese version of Fire Emblem Fates as “creepy” and expressing pleasure that it had been removed, despite displaying no understanding of its context, either in-game or within the Japanese cultural context of “skinship” or “naked association”. And I could go on. For pages.

Sound familiar? Why, yes, in all the above cases, the critics of these titles were speaking from spectacularly ill-informed, ignorant positions — in some cases not even playing the games, or barely playing them for more than a few minutes in the instances where they did bother to boot them up at all — and, thus, were speaking from a position where they were unqualified to offer meaningful, trustworthy criticism of these games. And yet because games journalism is very much a cult of personality, people who didn’t know about these games already take these critics’ words at face value — assuming they’re a high-profile critic like Jim Sterling, or at least from a site seen as “reputable” (i.e. big) by the masses — and don’t bother to question them. And this leads to these games being pushed further into the niches they’re already in, and to a lot of people missing out on experiences that they may well find themselves pleasantly surprised by.

The worst thing it does is contribute to the overwhelming air of negativity and cynicism that pervades modern games writing. Many members of the press are extremely burned out on the increasingly penny-pinching tactics of triple-A publishers — day-one DLC, preorder incentives, platform-exclusive content, betas-that-are-not-betas-they’re-demos-that-you-can-only-play-if-you-preorder — and this causes the exhaustion and cynicism to infect their explorations of anything that might be just slightly outside the norm. Oh, sure, there’s plenty of indie darlings that get elevated to “gaming Messiah” status — Undertale, The Witness and Firewatch all spring to mind in recent months — but poor old Japan repeatedly gets shafted by people who, like the author of the Kill Screen piece, have no intention of exploring them in sufficient detail to provide adequate comment and criticism on them.

Life is too short — and there are too many games out there — to waste time on negative articles about “why I don’t like this” or “why I don’t want to play this” or “why this doesn’t appeal to me”. So why does it keep happening? I’d much rather read a games press that is more positive in tone: willing to criticise where appropriate, but where the thing first and foremost in every critic’s mind is the celebration of this amazing, growing, constantly changing medium that shatters cultural borders into something the whole world can truly understand and enjoy together.

You don’t have to love everything. I certainly don’t. But how about we think about keeping our mouths shut about the things we hate, let the people who do love them enjoy them, and we focus on the things that we love, too. Doesn’t that sound much nicer than “I have no intention of playing this game because I don’t like the look of the protagonist”?

(Oh, and for the record, I have no interest in playing Unravel either; Braid and Limbo were enough to put me off arty platformers for quite some time. I would not, however, dream of attempting to offer criticism on it having not played it — and I wouldn’t even feel comfortable commenting on Braid and Limbo because I don’t feel I played them enough to be well-informed before tiring of them. Now, I’m off to go and play some disgusting degenerate pervert Japanese role-playing games and probably fap myself into a frenzy in the process. Or perhaps just enjoy the things I love rather than bitching about things I hate and have no intention of trying to enjoy.)

2207: Proudly Flying the Flag for the Magazine Format

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Ladies and gents, I’m pleased to announce the very first issue of Digitally Downloaded: The Magazine, put together as a collaborative effort between me and Matt Sainsbury, head honcho of the site of the same name.

You can read the issue here for free, or hopefully it will embed below if the magic of the Internet does its thing properly:

The magazine is something Matt and I have been kicking around for a while now. We both have a background in print publications, and both have a strong preference towards the sort of long-form pieces you get in magazines. This kind of format is something which clickbait sites tend to discourage these days unless they’re being particularly provocative with the things they’re saying at length, so really starting this magazine was an opportunity for us to create something that we would want to read.

The broad intention behind the magazine is to “theme” each issue around a particular subject, then focus in on that subject with a main feature and a series of articles about games that typify the subject. In the inaugural issue, we went for the concept of the unreliable narrator: an established trope in literature, but one that games are just starting to get to grips with. Our investigations took us across the world, from Japanese visual novel Steins;Gate to “walking simulator” Everybody’s Gone to the Rapture via the chaotic genius of Deadly Premonition.

There are doubtless some kinks to work out (most notably the fact that the web-based reader appears to inexplicably cut some of the letters off on some of the page footers, seemingly at random, despite the source PDF looking just fine) but we’re planning on making this a regular — hopefully monthly — thing going forward, and we hope you’ll support and enjoy it.

A pre-emptive thank you for taking the time to read through our hard work, then, and we look forward to having more to share with you in the near future!

2189: Reflections on the Last Five Years, Or: Life After Games Journalism

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I’ve had a whole lot of thoughts swirling around in my head for some time now about various matters, and I feel as a therapeutic exercise — not to mention an opportunity for some of you to get to know me a bit better — it’s important that I express them somehow. I know all too well how frustrating, stressful and ultimately unhealthy it can be to have unresolved emotions and thoughts surrounding things that have happened to you — particularly bad things — and so this is my attempt to reboot my mind and try to move on a little.

Consequently, certain aspects of this post are more than likely to rub a few people up the wrong way. To those people whose jimmies are rustled I say simply: fuck you, I don’t give a shit, and if you really cared you wouldn’t have done the things you did in the first place.

In the interests of at least a facade of professionalism, I will not be naming individuals who have had a negative impact on my life in this post, though it will doubtless be extremely obvious to anyone who has been following me for a while who the people in question are. I will, however, be naming the companies involved, since that is less personal; everyone knows how unpleasant it is if you Google your own name and find something not terribly complimentary, whereas, unless you own a monolithic corporation, you probably care a little less about someone talking smack about your monolithic corporation. That’s how I’m going to attempt to justify myself about this, anyway.

Also, this post is crazy long, so for the benefit of those who only read on my front page, here’s a Read More tag.

Continue reading “2189: Reflections on the Last Five Years, Or: Life After Games Journalism”

2116: Another Day, Another Instance of Games Journalism’s Slide Into the Toilet

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Regular readers will know that bad games journalism is an absolute pet hate of mine. The reasons for this are numerous: respect for what my brother did during his tenure at PC Zone, EGM, 1up.com, GamePro and Gamespot; my own experiences in the industry — both trying to do the best job I possibly could and being forced out of it against my will; a desire to see good quality writing about games rather than cheap, lazy clickbait; and a desire to see games respected as the form of artistic expression that they are.

As such, I make no apologies for frequent ranty posts on how awful modern games journalism is in 2015, whether it’s atrocious, prejudiced reviews of games that the reviewer has no interest in, outright insults and abuse towards particular subcultures and audiences, or, in today’s case, pieces that simply shouldn’t have been published, full stop.

Before you go any further, do please take a look at this article from VG247.

For those who are unfamiliar with VG247, allow me to put it in some context. VG247 is one of the larger, more successful, more active video games news sites that are based in the United Kingdom. With the death of CVG (formerly Computer and Video Games, one of the original games magazines from back in the ’80s) VG247 is, along with Eurogamer, one of the few remaining UK-based gaming sites that are still putting out regular content as an actual proper business, making money and paying their employees and everything.

VG247 is, for the most part, a site that is quick with news stories, and certainly used to be a reliable secondary source when I was covering the news beat. It is, however, also a site that published a spectacularly unprofessional rant from one of its writers about how angry she was that a preview version of a PS4 game didn’t have any playable female characters, along with a site that frequently publishes the self-indulgent ramblings of its founder and editor-in-chief Patrick Garratt, who clearly very much wants to be a modern creative fiction writer rather than someone who pays his bills by writing about silly old video games.

This latest piece — the work of Garratt, so unbeholden to the whims of a “superior” and consequently free of any sort of accountability — is, I think, a new low for the site. Entitled What it’s like to get stoned and watch Uncharted 4, WiLD and Dreams dev sessions in Paris, the piece is ostensibly an attempt to put an interesting spin on coverage from last week’s Paris Games Week event, interesting spin in question supposedly being the author’s intoxication at the hands of “some brutal hash”.

Whether or not Garratt was actually stoned when he wrote the piece is kind of besides the point — I get the impression from his distinctly arrogant responses in the comments beneath the article that he wasn’t, and that the whole thing was some sort of elaborate trolling attempt — because the fact remains that, intoxicated or not, this is an absolutely atrocious piece of writing. It’s disjointed, it barely has a structure and it reads like a page of notes rather than something that has actually been written up into an article. To its credit, it does at least mention some things about the games in question — unlike Polygon’s dreadful Rock Band 4 preview from a month or two ago, where the author was more concerned about sipping his fizzy water and contemplating the political situation in the Phillipines than actually paying any attention to the game in question — but it’s still just plain bad.

I’d ponder how and why this got published, but I’ve already answered that by revealing who the piece’s author was. Garratt clearly doesn’t have a lot of respect for this sort of event, carefully PR managed as they tend to be, and consequently seems to be demonstrating that lack of respect through something that reads worse than the crap the kids I used to teach at “challenging” schools used to scrawl in their English books. By initially making the assumption that Garratt actually was stoned when he wrote the piece, doubtless I fell victim to his trolling, but the fact is, it’s not particularly effective trolling in the first place because it’s not at all clear what point — if any — he’s trying to make.

Games are art; I’m not willing to broker any sort of discussion on this any more. Games should be treated with respect when you’re writing about them. This doesn’t mean that you can’t have fun or write “experiential” pieces about them — in fact, some of the most powerful pieces of writing about games describe the way interactive entertainment makes the player think and feel. But Garratt’s piece here isn’t any of those things; it’s just a jumbled, garbled mess of words that doesn’t go anywhere, say anything or have anything to add to the global conversation about games. It’s not successfully criticising anything and it’s not celebrating anything. And this is something that passes as “acceptable” on one of the few big sites that is still standing while others are dropping like flies.

To preemptively respond to any sort of criticism I might get for pointing this sort of thing out: yes, I am fucking bitter about the way I left the industry, because it came without warning one morning, and the more time passes, the more I feel I was lied to about the reasons I was pushed out. I put my heart and soul into the things I wrote about for Kombo, GamePro, USgamer and all of the other outlets I’ve contributed to over the years; I made a real effort, and I produced numerous pieces that I’m genuinely proud of. And to see that all that effort I made was for naught; that I — someone who treated every game I wrote about with respect, whether it was Mario and Sonic at the Olympic Games for Wii, Time and Eternity for PlayStation 3 or The Fruit of Grisaia for PC — should be pushed out of the work I loved while Garratt is able to get away with posting unfiltered garbage like this — and even celebrated by an army of sycophants presumably desperate for freelancing opportunities on Twitter — is genuinely upsetting, painful and downright insulting.

It saddens me that modern games journalism has become such a joke. And it’s nothing to do with GamerGate or anything like that; something has been rotten for the last few years, long before any Internet activists decided to band together and start pushing back against the things they didn’t want to see any more. Knowing how much effort my brother put into turning sites like 1up.com into places that gamers could genuinely call “home” online, and how much effort I put in in my ultimately unsuccessful attempts to follow in his footsteps… it really does make me both sad and angry that the things both of us — and numerous others like us — did were ultimately useless, fruitless efforts. What we’re left with now on the commercial side of games journalism is an insult to those who actually cared about and respected gaming enough to want to write about it for a living — not to mention an insult to the many hard-working people who toil to make ever more spectacular pieces of interactive entertainment to keep us happy for hundreds of hours at a time.

I sincerely hope that dedicated, enthusiastic small-scale sites like NicheGamer, Operation Rainfall, Digitally Downloaded and their ilk can make use of this opportunity to show readers that nonsensical gibberish or clickbait is not the only way; there is scope for intelligent, passionate writing about games that treats both its audience and the subject matter with respect. And I sincerely hope that readers will put their money where their mouth is and support efforts like this however they possibly can. Because shit like Garratt’s piece here — and others like it — is simply unacceptable. It’s terrible writing that serves no purpose other than to fuel the author’s ego — the same could be said of this blog, of course, but then I’m not making any money from it, nor am I attempting to position this blog as any sort of professional news source — and has absolutely no place in the modern industry.

Unfortunately, with the number of people happily sucking Garratt’s dick on Twitter over this article — not to mention the apologists and defence force in his comments section — I don’t see the situation changing any time soon.

What can we do? Serious question…

2065: Some Thoughts for Critics

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Hi critics of the world. I’m going to try and keep my anger in check today, but I’m making no promises, because this heap of crap from (once?) respected critic Jim Sterling was brought to my attention earlier today.

I don’t want to dwell on Sterling’s piece specifically too much because, to be honest, there’s even less substance there than there was in Mike Diver’s piece for Vice UK a little while back. Instead I want to talk about a more general philosophy that I think would be of benefit to everyone: critics involved in the industry, PR representatives whose job it is to get the word out about their clients’ games, the developers and publishers of said games and, of course, the various audiences who are interested in all the different types of games out there.

It’s actually a pretty simple philosophy, and it would go a long way towards preventing me from ever having to write another post like this, which, to be perfectly honest, I would be very happy about.

It goes like this: if you’re not going to give something a chance, I’d rather you simply didn’t cover it at all than spew ill-informed nonsense.

It makes perfect sense, surely: you don’t have to write about something you personally find repugnant/offensive/boring/unengaging/rubbish; PR representatives don’t have to look at the pipes in their ceiling and wonder if they can support the weight of a dangling human body; developers and publishers get their creative efforts into the hands of people who will actually respect their work, even if it’s not “flawless” (and nothing is flawless); and audiences aren’t belittled by people branding things they enjoy with pejorative statements.

You’d think it’d be that simple. You’d think that, with all the diversity in the modern gaming landscape, that supposedly respected critics like Jim Sterling and Mike Diver would recognise that something like Senran Kagura 2 is not going to interest them in the slightest, and, rather than posting provocative nonsense on the Internet about them, which only has the effect of riling fans up and cementing the attitudes of the prejudiced, they would simply move on to something that they are willing to engage with, that they are willing to explore in detail, that they are willing to do justice to.

Because coverage such as the pieces from Sterling and Diver recently — and God knows, there’s a bunch more of crap like this out there — helps no-one, not even the critics themselves. In demonstrating a clear unwillingness to even attempt to engage with a work they find personally objectionable, they undermine their credibility in the eyes of people who are interested in it. Note: this doesn’t necessarily mean that the people who are interested in it like it — there are plenty of Senran Kagura fans out there who prefer the Vita and PS4 games to the 3DS installments, for example — but rather, it just means that the critics in question become someone whom those audience members will not trust the opinions of in future.

As I say, this is easy to do. I don’t like Call of Duty and Battlefield, so you know what? I don’t talk about them at all, except on the occasions where I’ve decided to give them a try just to ensure that I really do dislike them and I’m not just against them because they’re popular. I don’t understand in-depth strategy games — I wouldn’t say I dislike them, because I’m often enamoured with the concepts, I just don’t “get” them — so, you know what? I don’t talk about them, either, because I can’t do justice to them. I don’t like Dota 2, so you know what? Of course you do by now.

The only reason that critics like Sterling and Diver put out pieces like they have done recently is to get a reaction. And it pisses me off that it works. In an ideal world, we would be able to ignore this sort of thing, and I would love to do that, but as I’ve commented previously, the world we live in right now means that it’s important to call attention to bad practice like this, because there’s not enough in the way of high-profile good practice to counteract the damage that bad critics like this are doing. Sure, there are sites like Niche Gamer, Operation Rainfall and the like who give this sort of thing a fair chance — as well as following the eminently sensible idea of having specialist writers rather than generalists attempting to cover everything and doing justice to nothing — but their reach is still limited compared to more well-established, profitable, commercial sites like Vice and high-profile Patreon beneficiaries like Sterling.

As I said before, it’s important to fight. I’d love to see outlets like Niche Gamer and OpRainfall grow into sites that can truly compete with the big boys, but I can’t help thinking before that happens there really needs to be a dramatic shift in how content is produced for the Web, and how people pay for it. Because it all comes down to clickbait; Sterling’s piece today is provocative nonsense, pure and simple, designed to rile up the Senran Kagura fanbase and allow those who dislike Senran Kagura the opportunity to laugh at their expense. And the only reason he felt it was appropriate to publish this — much as Diver thought it was appropriate to publish his pile of crap the other day — is because it would get people to click on it. Well, great job at being a critic. Ebert would be proud.

To summarise: if you don’t think you can do justice to something, or feel unwilling to put in the effort to engage with something on anything more than a superficial level, do us all a favour and don’t cover it. There’s plenty of other stuff out there that needs your attention, so rather than wasting everyone’s time — including your own — how about putting your critical faculties to use on something you’re actually interested in?

Just a thought.

2059: Why I Care, and Why It’s Important to Fight

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I grew up with computer and video games journalism all around me.

I mean that literally: while I was growing up, both my father and my brother wrote for a newsstand magazine initially called Page 6, then subsequently New Atari User once it merged with another publication called, unsurprisingly, Atari User. My father regularly wrote about flight simulators and making music with computers and MIDI instruments, and my then-teenage brother had a steady stream of incoming Atari ST games which he would play, explore and then write about in chunks of anywhere between 250 and 1,000 words according to how much discussion the game in question warranted. Pretty much our entire collection of Atari ST games was made up of review copies; I think I remember purchasing a grand total of about four or five games altogether during the 16-bit era.

I was both fascinated by and proud of the work my father and brother did at the time — so much so that, in that way that kids do, I tried to imitate them. I would fire up AtariWriter on the Atari 8-bit — for some reason I always enjoyed using the 8-bit computers just that little bit more than the 16-bit ST — and write my own reviews of things that I’d played, trying my best to imitate the style and structure of my father’s and brother’s work. I would then print them out on our noisy Epson-compatible dot matrix printer and file them away in a blue binder that had come home from my father’s day job at some point — it once housed the IBM “Manager of Managers Programme” material, and I have no idea why I remember that — and pretend that I, too, was a published writer.

Some years later, I had the opportunity to follow in my family’s footsteps and provide my own contributions to New Atari User, and I took to this with great enthusiasm, reviewing games such as Psyclapse’s Defender-alike Anarchy and taking an in-depth look at Atari’s revolutionary but regrettably flawed forays into the handheld and home console markets, the Lynx and Jaguar. Meanwhile, by this point, my brother was getting ready to finish his school career and contemplate his future, whether that be heading off to university or jumping straight into a job.

He chose the latter option, finding himself working for Europress up in Macclesfield on a revolutionary new games magazine called Games-XGames-X was remarkable for one main reason: rather than being monthly, as most magazines were at the time, it was published weekly. This meant that it had the opportunity to be a whole lot more timely with the things it was writing about, and essentially acted as a precursor to the immediacy of Internet writing we have today. It ran for a decent number of issues before it folded, too, and was a pleasure to read, combining a somewhat irreverent, humorous editorial voice with authoritative, knowledgeable content from staffers who knew their stuff about gaming.

I followed my brother’s career with great interest and pride as it developed through a series of further magazines on which he took increasing levels of responsibility — among them Mega Drive Advanced Gaming (whose speculative feature about what Sonic 2 might be like from well before any details were actually revealed to the world remains one of my favourite video game magazine articles of all time, alongside its Super Mario 5 counterpart in its sister publication Control) and the deliciously classy PC Player — before eventually hitting what can arguably be called “the big time” in the games magazine industry of the late ’90s by landing the role of Editor on PC Zone.

Such was my interest in the games press and pride in my brother’s career that when it came time for my Year 10 Work Experience placement at school, I chose to take the awkward route and refuse any of the convenient positions my school would have been able to arrange for me, instead opting to spend a couple of weeks down in London with my brother helping out in the PC Zone offices. I spent a lot of time making tea and being mothered by art editor Thea, but I also had the opportunity to write a full review of the non-3D accelerated version of Virtua Fighter and write the captions for some screenshots in a number of different articles.

I was sold. This was what I wanted to do, and I was good at it. In the subsequent years, I found myself freelancing both for PC Zone — both during and after the time my brother was in charge, and in all honesty, even when he was editor, he wouldn’t have allowed me to contribute if he didn’t have faith in my abilities, so this certainly wasn’t a nepotism situation — and the Official UK Nintendo Magazine. Most of the time I found myself writing walkthroughs, which were things that no-one else really wanted to do, but which I enjoyed doing because it gave me an excuse to play through some favourite games in great detail while writing about them. (I liked it less when my preview copy of Turok 2 on N64 crashed on the last boss and I had to play the whole thing through again on a retail copy just to get a single screenshot, but thankfully this only happened once.) I even found myself writing a whole book on Carmageddon which was subsequently included in the Virgin Megastores special edition of the game one Christmas, and which can now be found as a .PDF e-book included with GOG.com’s rerelease of the game.

It would be a number of years before I’d have the opportunity to do some more work in the games press. I went to university, I trained as a teacher, I did some teaching work, I had a nervous breakdown, I did some other work. Eventually I found myself working alongside some friends I’d met on 1up.com — a site that my brother had taken charge of, initially as an extension of the magazine Electronic Gaming Monthly, but which subsequently became very much its own thing — on a site called Kombo. Kombo wasn’t a particularly big site, nor did it pay especially well, but during an extremely rough period of my life — shortly after my first wife had left me and I knew that I was going to end up having to move back home — it provided me with a connection to some other human beings as well as a trickle of income and a reason to get up in the morning. I proved myself to be pretty good at the whole news reporting thing, picking out interesting stories and presenting entertaining editorial spins on them where appropriate.

Kombo, unfortunately, folded after a while, and eventually I found myself living back at home again. After a period of unsuccessfully looking for work that I wanted to do, I stumbled into an opportunity to write some freelance articles for GamePro, yet another publication which my brother had worked on but had subsequently moved on from. I wrote the articles, they turned out well, and eventually found myself with a regular position on the site’s staff, covering the news shift on UK time so the site would have plenty of content by the time its native North America woke up. Again, I made a point of picking out interesting stories that other sites weren’t necessarily covering, and this helped to make GamePro a distinctive publication rather than one of the many identikit blogs out there. My contributions were effective, too; on a number of occasions, I was responsible for some significant traffic spikes to the site thanks to the interesting articles I’d written — though ultimately, sadly, it was all for naught as the publication folded, with most of its online content lost and the rest devoured by its sister site PC World.

A few years later, I was contacted by Jaz Rignall, with whom I’d previously worked at GamePro. Jaz was working on a new project that was hush-hush at the time, but he wanted me on board. Said project turned out to be USgamer, a North American counterpart to the popular Eurogamer. My job would be both to cover the news shift on USgamer, much as I had done on GamePro, as well as “localising” Eurogamer articles and republishing them on USgamer to give them a wider audience. Initially, we were given almost total editorial freedom with USgamer, with each of the writers contributing articles in their own particular areas of expertise and interest, and this made for a site with a very distinctive editorial voice that reminded me of 1up.com back in the glory days. Unfortunately, however, this proved too good to be true, and in the interests of that ol’ bugbear of online publications, traffic, we all ended up having to rein it in a bit and taking a more structured approach to “content strategy”.

It was during my GamePro-USgamer years that I first became conscious of something I hadn’t seen before in the games press: an apparently growing level of hostility towards the audience. This was at its clearest when Mass Effect 3 was released and the player base objected to what they felt was a poor ending to the series as well as EA’s increasingly exploitative DLC strategy, which in this case even went as far as to excise a whole playable character from the game if you didn’t purchase a particular edition. Suddenly, the press turned on gamers as a whole, declaring them “entitled” and claiming that they didn’t have a right to complain at BioWare choosing to end their series in that way. There’s an element of truth in there, of course — a work of art is its creator’s responsibility, not its audience’s — but the wilfully aggressive manner in which this argument was presented just didn’t sit right with me at all.

Around the same time, we started to get a lot more in the way of sociopolitical commentary in gaming. My friend Jeff Grubb, with whom I’d previously worked on Kombo, found himself on the receiving end of an Internet dogpile after reporting on some off-colour comments that Twisted Metal and God of War creator David Jaffe had made, but without editorialising on them or condemning them as being “wrong”. Such was the ferocity of attacks he suffered from supposedly respected critics such as Brendan Keogh and Justin McElroy that he had to retreat from Twitter for a while, and I became genuinely concerned for his safety. Thankfully he was all right, and was eventually able to dismiss the whole situation — though when the GamerGate thing broke last year, he once again came under attack for not condemning the people hurling abuse at Zoe Quinn and instead just reporting on the facts.

I was starting to feel a little uncomfortable about this. This was not the games press which I had admired from afar and eventually from within as I was growing up. I wasn’t sure what was happening, but I sure as hell didn’t like it.

Things came to a personal head for me when USgamer published a review of Hatsune Miku Project Diva F for PlayStation 3 in which the reviewer Dustin Quillen repeatedly referred to the game as “creepy” and “voyeuristic” and, in an earlier draft which was thankfully edited out, referred to people who might enjoy the game as “degenerates”. Both I and my colleague Cassandra Khaw took great exception to this, particularly as prior to this, we had both made USgamer a site that was inherently friendly to fans of Japanese games — an aspect of gaming which most modern gaming publications were, by this point, either ignoring completely or devoting a disproportionately small amount of their attention and effort towards. We made our feelings known, and, after a bit of arguing, this situation eventually resulted in the creation of my weekly JPgamer column for USgamer, a feature through which I made a number of very good friends, and which my audience seemed to appreciate very much indeed.

Things proceeded comfortably for some months from here, though I was conscious that the sociopolitical commentary surrounding gaming — particularly with regard to the treatment of women, spurred in part by Anita Sarkeesian’s high-profile Kickstarter campaign, and with regard to representation of people outside the heterosexual cissexual majority — was ramping up. This was particularly apparent on sites like Polygon, which appeared to have interpreted its original mission of “reinventing games journalism” as “posting as much inflammatory nonsense under the pretense of ‘progressiveness’ to blow things out of proportion as possible”, which, to be fair, is something Kotaku had been doing for years and still continues to this day.

Now, I’ve commented a number of times with regard to my feelings about this, but I’ll reiterate them here: I have absolutely no objection with people using theoretical frameworks such as feminism to talk about games — they’re a mature art form and means of creative expression by now, and as such it is absolutely possible to analyse them in these terms. Where the problem comes is when only a single ideology — in this case modern, borderline radical “third wave” feminism — becomes completely dominant to the exclusion of all others, and where any attempt to question, challenge or refute the claims made by this ideology is met by ridicule at best, harassment and abuse at worst.

This problem only gets worse when writers with no background in artistic criticism try to jump on board the feminist bandwagon by throwing in terms like “problematic”, “sexist” and “misogynist” at every opportunity, often without backing up their assertions with evidence or explanations of why they feel [x] is problematic, sexist and/or misogynist. This is high-school English stuff; even at the age of 34, I remember my English teacher Ms Derbyshire encouraging us to “PEE all over our work” by making a Point, giving an Example and Explaining its context and relevance, but this simply doesn’t happen a lot of the time; “sexist” and “misogynist” in particular are used as catch-all terms to look “progressive”, but because of the amount of power these words have managed to attain over the last few years, we’ve reached a situation where mainstream journalists now seemingly feel that they don’t have to back them up with evidence, explanations or theoretical context.

Which — finally — brings us to yesterday’s Senran Kagura 2 article, why it’s unacceptable and why it’s worth criticising rather than ignoring. Diver’s Senran Kagura 2 piece was the perfect example of what I’ve just described: he refers to the game as “unapologetically sexist” without giving any evidence other than the fact that the girls have big breasts and some of the art is sexualised. Pro-tip: “sexualised” or “sexy” is not the same as “sexist”.

The reason Diver doesn’t give any evidence is that, despite appearances, Senran Kagura is not sexist. Senran Kagura as a series features an increasingly large cast of capable female protagonists who don’t need men to help them out, save them or tell them what to do. They’re comfortable with their bodies (for the most part — characters like Mirai are an exception, but this is used as one of the aspects of her overall character development) and many of them take ownership of their sexuality, with characters such as Katsuragi, Ryouna and Haruka being pretty up-front about their tastes and fetishes. Each game passes the Bechdel Test, as flawed and stupid as it is, with flying colours, and the overall story and lore of the Senran Kagura world is fleshed out to a surprisingly comprehensive degree, repeatedly refuting Diver’s shallow assertion that “it’s about breasts”.

Now, the reason why we shouldn’t stand for this, why we should criticise this and why we shouldn’t ignore it should be clear: passivity simply sends the message that it’s okay to carry on like this. Passivity is why things have gotten to the situation they are now; people haven’t been willing enough to stick up for themselves and demand better from the press that is supposed to be representing them. The perpetually offended outrage brigade already have the press on their side, whereas fans of games like Senran Kagura and its ilk only have each other to turn to. The “feminism as default” ideology adopted by most of the mainstream press these days means that there is absolutely no way that games such as Senran Kagura will ever get a fair shot at coverage and criticism because of an overwhelming unwillingness to engage with them on anything more than the most superficial level possible. And that’s unfair both to fans of the games, and to the people who make, publish and localise them for the fans.

Let me close with a few relevant quotes from the SPJ Code of Ethics, and how they relate in particular to the Senran Kagura piece but also to games journalism as a whole.

Journalists should:

– Take responsibility for the accuracy of their work. Verify information before releasing it. Use original sources whenever possible.

– Remember that neither speed nor format excuses inaccuracy.

– Provide context. Take special care not to misrepresent or oversimplify in promoting, previewing or summarizing a story.

– Gather, update and correct information throughout the life of a news story.

Diver’s piece breaks all of these principles. It is inaccurate, it does not verify its information, and it does not provide any sources. It outright boasts about its lack of context, misrepresents and oversimplifies the subject and, following its publication, Diver has proven that he is unwilling to “gather, update and correct information” regarding the game. It may not be a “news story” as such, but it should still be held accountable, and the audience should demand better.

Journalists should:

– Balance the public’s need for information against potential harm or discomfort. Pursuit of the news is not a license for arrogance or undue intrusiveness.

– Show compassion for those who may be affected by news coverage. Use heightened sensitivity when dealing with juveniles, victims of sex crimes, and sources or subjects who are inexperienced or unable to give consent. Consider cultural differences in approach and treatment.

[…]

– Avoid pandering to lurid curiosity, even if others do.

[…]

– Consider the long-term implications of the extended reach and permanence of publication. Provide updated and more complete information as appropriate.

Diver’s piece has the potential to cause if not outright harm then certainly discomfort. Consider if someone who knew nothing about Senran Kagura read nothing but Diver’s post, then met another person who told them that they were a huge Senran Kagura fan. What impact would Diver’s piece have on the first person’s perception of the second? I’d like to think that the first person would have enough in the way of critical faculties to realise that the second person probably isn’t a sex offender, but as human beings we are inherently judgemental creatures, and there will be at least a hint of negative prejudice there.

Not only that, but Diver’s piece shows woeful insensitivity towards a variety of people, including victims of sex crimes. He also shows a complete lack of consideration for “cultural differences in approach and treatment” with regard to Japanese games, in the process pandering to “lurid curiosity” by giving woefully ill-informed impressions of a creative work he spent no more than an hour with in total.

And on top of that, there is no consideration for the long-term implications of the extended reach and permanence of publication. Consider an extreme case, if you will: a lonely, depressed individual who finds great comfort in video games and who draws strength and courage from the things they enjoy, particularly if they’re as rich in story and characterisation as Senran Kagura is. Now consider how that lonely, depressed individual might react to reading Diver’s piece, with its dismissal of the thing that is so important to them and its implication that enjoying it makes them a deviant at best and a criminal at worst. The potential consequences aren’t pretty — granted, as previously noted, this is an extreme example, but you need to take these things into account.


The final thing I want to address is why we should give pieces like Diver’s any attention in the first place instead of just ignoring them: the argument runs that giving them attention just “gives them what they want”, and falls into the trap of clicking on clickbait.

Well, aside from the fact that not criticising these severe lapses in judgement sends the implicit message that It’s Okay To Keep Doing That, we live in an age where it is almost painfully easy to completely nullify clickbait through the use of archive sites and adblockers. In doing so, we are able to acknowledge, discuss and criticise bad and potentially harmful examples of writing without providing any benefit to the outlet on which they are published. Some may see that as a low blow, but it’s the Internet equivalent of “voting with your wallet”, and it’s important to do so.

Why? Because as is so often said that it’s become a running joke now, games journalism is broken. Completely broken. Until we get that message across, sites like Vice are going to continue doing a disservice to significant proportions of their audience — and that, to me, is completely unacceptable. So let’s do something about it.

TL;DR: I used to love games journalism, now I hate it, because it hates me for the things I love.

2058: Hi Games Journalism, It’s Time We Had Another Chat

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And so soon after the last one! My goodness me. It’s almost as if you don’t listen or have any consideration for your audience whatsoever. Although if you’re writing for “dead” people, I guess I shouldn’t be all that surprised, since the dead don’t usually talk back.

Today in Unacceptable Articles That Should Never Have Gotten Through the Editorial Process, If There Even Is One, I present Vice UK’s depressingly predictable article “Is There Anything More to Senran Kagura 2 Than Big, Bouncing Cartoon Breasts?”, written by one Mike Diver, someone whom I have never previously heard of, but whose credibility has, for me, already fallen in the toilet as a result of this single article.

I learned early on that you should never write a headline that is a question that can be answered with a single word. There are a number of reasons for this, the most obvious being that most people will look at the headline, think of their own personal answer to the question and then not bother to read the article to find out what the author thought. But beyond that, these sorts of headlines are often inherently loaded questions, too, demonstrating clear prejudice before you even get into the article itself. In the case of Diver’s article here, it’s immediately apparent that he has come to Senran Kagura 2 with the assumption that there is “nothing more” to the game than “big, bouncing cartoon breasts” and, as such, will probably take some convincing that, in fact, the series is considerably deeper than that. Or, more likely, he simply won’t even entertain the possibility that his prejudices might, in fact, be mistaken and based on flawed assumptions.

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Diver kicks off his article by burying the lede — admittedly only by a single paragraph, but he still opens the article by talking about Metal Gear Solid V, Mad Max and Super Mario Maker instead of Senran Kagura 2. This is an immediate warning sign; it sends the signal that he would rather be doing anything other than writing about Senran Kagura 2, which, of course, begs the question as to why he is writing about it in the first place, but I think we all probably know the answer to that already. (Hint: it rhymes with “dicks”.)

Diver’s second paragraph then introduces Senran Kagura 2 by giving some important context: the fact that he downloaded the game “a couple of weeks ago” and, since that time, has “played maybe an hour” of the game in total, across “five or six brief sessions” that we can extrapolate to have been no longer than ten minutes each. He also briefly discusses developer Tamsoft’s history, implying that the PS1 era’s Toshinden is their most noteworthy and “acceptable” work, while everything since (including Senran Kagura and Oneechanbara) has been “rather more exploitative fare”. (He’s not wrong to call Oneechanbara in particular exploitative, but in that game’s case in particular, it’s a direct reference to “exploitation” horror films and as such is rather more clever than he gives it credit for.)

“60 minutes is enough to know what [Senran Kagura 2 is] all about,” writes Diver. “Breasts. Boobs. Tits. Baps. Knockers, Bosoms. Norks. Melons. Insert your own local, colloquial variation, here. Seriously. That’s it. Breasts. This is a game about breasts.”

I would perhaps be more receptive to this appraisal were it not for the fact that Diver contradicts himself in the same paragraph by saying “oh, sure, there’s fighting too, and a storyline I cannot even begin to fathom on account of it directly following the events of its preceding game, Senran Kagura Burst, which I’d not even heard of prior to picking this up.”

Hold on there. Hold on just a minute. There’s a little thing that you can do as a journalist called “research”. If you’re not familiar with a series — and the fucking great “2” in Senran Kagura 2’s title should be a pretty obvious tip-off that it is part of a series and a sequel to something — then you should probably find out a bit more about it before you jump in halfway. You wouldn’t start reading The Lord of the Rings (or watching the movies) halfway through The Two Towers without at the very least familiarising yourself with a synopsis of what had come before; you wouldn’t start watching Breaking Bad halfway through its third season and then whinge that you had no idea what was going on; you wouldn’t read His Dark Materials starting at the third book. (Or at least, you shouldn’t do any of these things, or if you do, you shouldn’t moan that you “cannot even begin to fathom” what is going on, because it’s your own stupid fault.)

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“There’s an extremely long, context-setting intro, but I fell asleep halfway through it,” continues Diver, again contradicting himself by demonstrating that the game clearly does make an effort to get people up to speed even if they haven’t played Burst, and also demonstrating a clear unwillingness to engage with the game on anything more than the most superficial level.

Here’s the thing: Senran Kagura, as a series, is essentially a visual novel in which story sequences are punctuated by brawler-style action sequences — the 3DS games feature 2.5D-style fighting similar to arcade classics such as Streets of Rage, while the Vita and PS4 games feature 3D brawling somewhat akin to the Dynasty Warriors series. Although the games are regarded as “brawlers”, their main reason for existence is not, as Diver claims, “breasts”, but to tell their stories. And they do this through a medium that Japan has proven time and time again to be an effective means of exploring and developing characters: the visual novel.

It is quite surprising to a lot of people coming to Senran Kagura for the first time quite how much effort the game makes with its storytelling. Certainly, it’s not particularly flashy in its execution — it alternates between “NVL”-style full screens of text overlaid on static backdrops or event images for longer, more dramatic sequences or internal monologues exploring characterisation, and “ADV”-style head-and-shoulders conversations for shorter, more incidental and immediate conversations between characters — but it’s an effective means of getting its point across. The longer NVL sequences put the story in context and often feature past-tense narration explaining things that happened in the past, while the shorter ADV sequences give us an insight into how the characters are right now, and how they are responding and reacting to one another.

In other words, ignore Senran Kagura’s visual novel sequences — or “fall asleep” during them — and you are Missing The Point fairly spectacularly, not to mention completely invalidating your own assertion that “this is a game about breasts”.

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“That a game like this can come out in 2015 is ridiculous,” continues Diver, now in full-on table-thumping mode. “It’s brazenly, unapologetically sexist. And it’s all as arousing as a dinner date with Des O’Connor, where [at this point Diver trails off into his own bizarre fantasy which I will spare you for now]. The thin waists and titanic whimwams might represent wank fantasy material for teenage boys who, for some reason, can’t bring themselves to find actual pornography on the Internet, but to a grown adult, a married man, a father of two, this is just the dullest, most tired tripe masquerading as titillation. I get more excited making toast.”

Here we get to one of the important issues with Diver’s appraisal of the series: his assumption that it is pornography. As anyone who has actually played the series will tell you at great length, Senran Kagura is most certainly not pornography. It has positive attitudes towards sexuality — most notably fetishes such as sadism and masochism as well as lesbianism — but that doesn’t make it pornographic.

Even the game’s notorious “clothes ripping” mechanic and its jiggly breasts don’t make it pornographic; both of those things have been put in there for two reasons: firstly, simply as part of the game’s aesthetic, in the same way that Bayonetta has masturbating angels and naked witches all over the place but isn’t “porn” — to be honest, you sort of stop actively noticing it after a while, and it just becomes “the way the game looks” — and secondly, as a reflection of the characters’ attitudes towards their own bodies, sexuality and selves as a whole. Compare Haruka’s positive glee as her opponent shreds her defenses to Mirai’s embarrassment at her skinny, childlike body no longer being hidden by her big, baggy Gothic Lolita dress as a great example of how this is used as a means of characterising the cast in a non-verbal manner.

Diver then plays what he clearly believes to be his trump card: that he’s a “grown adult, a married man, a father of two” and that this somehow makes him better than all this. To refute this, all we have to do is go back to his first paragraph, where he mentions Metal Gear Solid V (a game in which you can make a horse shit on command), Mad Max (a game in which you fix up a pretend car and blow up people you don’t like) and Super Mario Maker (a game in which you fashion crudely-drawn penises out of platforms floating in the sky in a magical mushroom kingdom, and then invite your friends over to giggle childishly as they leap all over them). I don’t actually think all of these games can be reduced down to these stupid descriptions, of course — but in the same way, Senran Kagura as a series cannot be reduced down to “this game is about breasts”, particularly after just 60 minutes across five or six sessions with a single game in the fucking series.

It continues, though. “Yet this is a game — a series, which has spawned its own manga and anime offshoots — with so many fans,” says Diver with apparent surprise that something he doesn’t like could possibly be popular or well-received. “Sales of the games to date have passed the million mark [significant for a niche-interest title like this] and coverage elsewhere has emphasised the gameplay improvements made to Deep Crimson, compared to its predecessor. And, you know, I’m absolutely fine with people playing this game, and enjoying it (be fair, most likely in the privacy of their own homes, despite the portability of the platform), and claiming that they’re primarily in it for everything but what’s inside all those fancy blouses.”

No you’re not, Mr Diver. You are not “fine with people playing this game, and enjoying it”, as your incredibly judgemental parentheses indicate. But we’ve already covered this; in your five or six ten-minute sessions with the game, you made no effort to engage with its more interesting aspects, and instead chose to reduce it down to “what’s inside all those fancy blouses”. I feel that you, sir, may be the one with the issue here.

“Of course, they’re fucking lying, as this is a game about breasts,” continues Diver, proving the point I made in the last paragraph. “And nothing else, so stop kidding yourself. You’re not playing Deep Crimson for its multi-layered gameplay, for its sole playable male…”

Hold on a minute. Games journalism as a whole is always whingeing about how there’s no female representation in games, and yet here we have a game with eleven playable female characters, each of whom are developed and explored in great detail across the course of the series as a whole, and yet the “sole playable male” is something worth fixating on or criticising? I’m not even sure what point Diver is trying to make by mentioning this — perhaps the mistaken assumption that horny young men refuse to play as women and as such will only want to play as Murasame? I don’t know. But I digress.

“…its pair battles or its tangled tale of… sorry, again, no idea, but I get that the baddies aren’t all that bad in the big scheme of things.”

Senran Kagura’s “baddies” want to summon youma and take control of these legendary monsters to assert their dominance over the world, and have no problems resorting to kidnapping and even murder in order to further their own goals. I guess Diver is right about one thing: he really does have “no idea” about what the game’s “tangled tale” is all about.

“You’re playing it because misshapen cartoon girls with weirdly massive eyes, piss-poorly made outfits and ginormous gazongas do it for you,” he continues. “And that’s okay, I suppose. Better that you feel up fictional girls on your 3DS screen rather than grope a stranger on the bus.”

Hold on a fucking minute there. The rest of this piece has been dismissive and judgemental, yes, but this particular passage crosses the line into just plain offensive. The not-at-all-subtle implication that people who enjoy Senran Kagura would be committing sexual assaults in public if they didn’t have their terrible, awful pornographic games to sate their depraved appetites and slake their thirst for young flesh is absolutely unacceptable. I don’t think any more really needs to be said about this, particularly as we’ve already had words about this. You do not imply that portions of your audience are criminals based on what kind of entertainment they choose to enjoy. You do not demonise people based on their open-mindedness. And you do not get to pass judgement on a game you have played for “five or six” ten-minute sessions without making any attempt to engage with it beyond “this is a game about breasts”.

This article is completely unacceptable, and should never have made it through Vice’s editorial process — if indeed there even is one. I’ve mentioned before that I strongly believe in a case for specialist writers who know what they are talking about in the field of video games, and nonsense like this just goes to prove the point. Diver’s article achieves nothing other than reinforcing prejudices and frustrating people who know better. It doesn’t drive discourse about gaming forwards, it’s utterly backwards and completely closed to debate; for all Diver’s protestations that he’s “fine” with people liking it and that it’s “okay, I suppose”, it’s abundantly clear that he believes anyone who has even a passing interest in the Senran Kagura series is a sexual deviant who is just one 3DS away from committing a criminal sexual assault in public.

Well, Mr Diver, your attitude is not fine. It is not “okay, I suppose”. Your piece is a vile, hateful, ill-considered and poorly researched screed about a topic you clearly have no business writing about. Go back to Mad Max and pimp up your wasteland-mobile, since that’s clearly what you’d rather be doing — though I’ll expect a 3,000-word essay from you about how the game’s depiction of women is “problematic” by the end of the week, assuming Polygon’s Phil Kollar doesn’t beat you to it.

In the words of Senran Kagura creator Kenichiro Takaki, “the world is full of stuff people will think is fun to them. It just seems so pointless to waste your time on things you don’t like or can’t understand.” If only a few more people took those words to heart.

1960: Preview a Game Like Polygon

FIFA 16 is a game about football, and you probably want that

FIFA 16 should be celebrated for its inclusion of women players -- better late than never.
FIFA 16 should be celebrated for its inclusion of women players — better late than never.

There’s a joyful cheer from the crowd; a roar of approval and a vibrant expression of intense approval. But I can’t join in; I know it’s not real.

It’s literally not real. It’s a virtual crowd in a virtual stadium, applauding, cheering and yelling in delight at a goal that didn’t happen. But that doesn’t stop some of the other real people who are nearby joining in with their own whoops, hollers, shouts and cries.

I’m at Wembley Stadium in London, spiritual home of football — at least in the United Kingdom. Some of my companions clearly feel that coming here is like having the opportunity to visit the Holy Land, particularly as we’re in one of the mysterious event rooms that the public don’t usually get to see. Even those who aren’t looking at the screen seem excited; they’re pointing at pictures on the walls, and at the view through the window out onto the pitch.

I envy them a little as I stand back, sipping my fizzy water and munching on a canape, wishing desperately that there was someone else here who wanted to have an open and frank discussion about the situation in Syria. But there isn’t. I’m alone; so very alone, even though this room is full of people. I’d find it distressing if I weren’t so used to it, but this is my life thanks to the choices I’ve made: doomed to forever operate on the fringe of events like this, unable to participate or even put up a convincing facade of excitement at the abject tedium I so despise unfolding on the screen in front of me.

The game at times lacks racial diversity, but the presence of women after so many years makes up for this to a certain degree.
The game at times lacks racial diversity, but the presence of women after so many years makes up for this to a certain degree.

The virtual crowd cheers again, and there’s a roar of approval from my assembled colleagues; apparently whoever it is that has the controller right now has scored an impressive goal against the carefully selected PR person: I’m guessing they play well enough to show the game at its best, while simultaneously being able to let my peers win and give them a sense of satisfaction and send them away with a positive impression of this dreadful, interminable, never-changing series of awful games.

But do any games truly change? After all, we’re still shooting people of colour in obviously Middle Eastern allegories. We’re still relentlessly collecting objects in what is clearly a potent metaphor for capitalism that shoots straight over the head of most people. We’re still upholding traditional gender roles and tacitly encouraging the approval of the patriarchal status quo — a status quo that objectifies and exploits women — over more progressive attitudes. And we’re still playing the same old sports; outlets for attitudes of toxic masculinity that are only distinguishable from the never-ending stream of games allowing testosterone-fuelled men to indulge their wildest, most perverse of rape culture fantasies by the fact that they are slightly less violent than Call of Duty and Destiny.

There are women in FIFA 16, which I suppose is worthy of some praise, and football games by their very nature include a healthy number of people of colour. But the outcry from the vast majority of the Internet over the inclusion of women’s teams in this installment indicates that the world of sports games is still very much a man’s world — but only if you’re the right kind of man, of course. I’m not the right kind of man, it seems; I’m happy to see women included in the game as a step forward for progressiveness rather than, as some particularly obnoxious Facebook comments had it, the chance to “combine boobs and football”.

A woman playing football.
A woman playing football.

I finish my fizzy water and head for the table to pour another. I feel a touch on my shoulder and turn around to see who is trying to attract my attention. It’s the PR person who was playing the game a moment ago — I think her name was Ashleigh — and she’s giving me a gentle smile.

“You don’t look like you’re having a good time,” she says.

“No,” I say. “I’m not.”

I want to elaborate, to tell her that attending this event is a living hell for me, that there is literally anything I would rather be doing than taking a look at a game I have no interest in that represents a sport that I despise with absolute passion owing to its use for continuing the dominance of the prevalent toxic patriarchal attitudes in society. But I don’t. After my admission, I simply take another sip of water.

“You should give the game a try,” she says, still smiling — though I have a feeling that it’s changed from a genuinely warm smile to a false one. She proffers a DualShock 4 controller; I contemplate it for a moment, its wonderful ergonomic curves bringing to mind the body shape of a beautiful woman who cares not for whether she’s “beach body ready”, but then I shake such borderline misogynistic thoughts from my mind lest Ashleigh can see the beast of suppressed lust in my eyes and dismisses me as yet another perpetuator of rape culture rather than the progressive feminist that I actually am. “You might enjoy it.”

“I don’t think I will,” I say, giving her a smile of my own. Then I put down my unfinished glass of fizzy water, head for the door and don’t look back.

It’s raining outside. The black clouds overhead mirror the darkness in my soul. There’s a flash of light and a clap of thunder, and I realise, as if given a message from a non-specific divine entity, that I am wasting my life.


(Disclosure: This article is a parody of this monstrosity that hit the Interwebs yesterday to much well-deserved derision.)

1686: Sunday Night

Back to work tomorrow, and after a rather gentle start last week I’m actually hoping I’ll be able to get stuck in and make myself useful a bit more this week. I have a full-day company induction on Tuesday, I believe, but all being well the remainder of the week will see me actually doing my job, which will be nice.

Yes, that’s right, I said “nice”. I know in modern life it’s fashionable to be cynical about your job and to merely tolerate it rather than enjoy it, but for the moment I’m actually relishing the prospect of having something to do each day — and that something being part of something bigger.

I’ve had this to a lesser extent when working on websites, of course, but when working remotely from a different timezone to the rest of your colleagues, it’s easy to feel somewhat justifiably isolated at times. The advantage of what is effectively working “solo” alongside a bunch of other people who are also working “solo” on the same thing is that you can turn things around pretty quickly — more often than not, I’d have an idea for a feature on a website and be able to research, write and publish it within a space of a day. (Obviously things that require longer to research — by playing a whole game through for a review or walkthrough, for example — take a bit longer, but these can be worked on alongside other things.)

The downside of this I’ve already mentioned: you feel like you’re kind of going it alone, even when the people you work with make an effort to get together online in some form or another and swap ideas.

Conversely, having switched work environments from working solo at home to part of a team in a big office, I’ve noticed two things related to the shift: firstly, things take a whole lot longer than if I was doing everything myself as in the past, and secondly, you’re a lot more reliant on other people.

These things are a mixed blessing at best; it can be frustrating to be waiting on an important piece of information from a specific person and they simply don’t get back to you for weeks at a time. On the other hand, it means that things are — theoretically, anyway — a whole lot less stressful, since the workload of getting something done is spread between several people, each of whom can concentrate on their own specialisms rather than having to dip their toes into unfamiliar waters on occasion. It also kind of means you can work on a lot more things at the same time — do your bit, pass it on to the relevant person or people, then get started on something else, only returning to the original thing if you have to go back and fix something.

None of this is news to any of you who have been happily chugging along in office jobs for years now, I’m sure, but this is still quite a new experience to me. Those who have known me a while will remember that my past lives have included being a teacher, a salesman, a software trainer and a video games journalist — all jobs that tend to involve you dealing with things by yourself, whether or not you’re part of an overall “team”. It’s actually kind of nice to know that now, for the first time, I can share out some of the responsibilities a bit more as well as helping other people out when I can. I foresee it being a much more pleasant way to work — let’s just hope I keep feeling that way after the initial “honeymoon period” is over!

Anyway. In line with my new responsibilities as a cog in the corporate machine, it is time for me to disappear in a bedwards direction. I hope you have a pleasant week.

1593: Niche Gaming’s Struggle for Coverage

A blog post by the inimitable Mr James Mielke really resonated with me earlier today, because it touches on something that regular readers will know I feel particularly strongly about: the lack of coverage for interesting, niche games on mainstream, large-scale, commercial gaming sites.

Mielke’s piece focuses on the growing Japanese doujin (indie) scene and the excellent games that are emerging from it — titles like, as Mielke mentioend, the joyfully retro Kero Blaster, the smashing mech shooter Armored Hunter Gunhound EX and Edelweiss’ spectacular shmup Astebreed, and a list to which I’d also add intriguing, enjoyable titles like Croixleur, Cherry Tree High Comedy Club, Gundemonium, Exceed and numerous others — but it’s a problem with niche games in general. These days, if you’re not a triple-A game with an astronomical marketing budget and a PR team working overtime to ensure at least ten trailers are released every week, you’ll struggle to even get noticed by the big hitters in the industry.

Why is this? Well, there are lots of reasons at play. A huge consideration for many sites these days is determining what’s going to pull in traffic. Since we’re still not in a position where people will pay for quality content on the Web — and frankly, I don’t see that changing any time soon, unfortunately — most sites still make use of an advertising-based revenue model, which is largely reliant on ensuring that eyeballs are directed on pages which, as well as interesting content, feature advertising in noticeable, prominent locations. Some sites are more obtrusive than others when it comes to advertising, but one thing all commercial gaming sites have in common is a reliance on advertising for revenue.

This means that sites have a perceived obligation to serve up content that will “sell” — i.e. stuff that will guarantee eyes on pages and, by extension, ads. This means covering the latest hotness at any point — the Grand Theft Autos, the Mass Effects, the Watch Dogs…es of the world. And covering them as much as possible. Previews. Reviews. Guides. News stories. Everything you can possibly think of until there’s nothing more that can possibly milked out of the latest big triple-A release, at which point you then proceed to do the same thing with the next one.

Depending on the size of your staff at a publication, this then doesn’t leave all that much time for coverage of other stuff — whether it’s a Japanese doujin project put together by a single dude in his bedroom or a sprawling grand strategy extravaganza that may well be one of the most fascinating, ambitious games ever created. There is still time to cover these things to a certain extent, but a whole lot of stuff has to fall by the wayside. I regularly felt enormously guilty when I simply had to ignore a lot of stuff coming into my inbox on a regular basis because I was obliged to cover certain things in favour of others. It made me enormously sad to see hard-working pros like Tom Ohle of Evolve PR continuously bang their heads against a brick wall in an attempt to get the smaller — yet, in many cases, considerably more interesting — projects even considered by your average outlet. There simply isn’t the manpower to do so.

And it’s doing the audience a disservice, too. When there’s nothing to choose between all the big sites’ almost-identical coverage of Watch Dogs, Call of Duty or whatever is big this month, there’s little reason for people to look around for interesting takes. Sites could benefit hugely from specialising in particular areas — or simply making more of an effort to not cover exactly the same things all the time at the behest of the most powerful triple-A PR representatives.

I made a point of covering niche games when I had the opportunity. I reviewed the games that no-one else would look at — and often in more depth than when other sites acknowledged their existence. I celebrated interesting games through my weekly columns. And here I am, staring down redundancy at the end of next month. So that worked, then.

As the overused cliché goes, games journalism is broken. And I wish I knew how to fix it.