Papo & Yo

From Minority Media’s site:

Papo & Yo is the story of a young boy, Quico, and his best friend, Monster. Monster is a huge beast with razor-sharp teeth, but that doesn’t scare Quico away from playing with him. That said, Monster does have a very dangerous problem: an addiction to poisonous frogs. The minute he sees one hop by, he’ll scarf it down and fly into a violent, frog-induced rage where no one, including Quico, is safe. And yet, Quico loves his Monster and wants to save him.

Last night I downloaded the demo for Papo & Yo on the PS3. I had read a fair amount about how the game was based on the developer’s abusive childhood, at the hands of an alcoholic father, and I wanted to see how that translated into the game.

While the game featured an interesting aesthetic and puzzles that made me grin, I was bothered by the shoddy controls and poor level design. Not to give anything away but the demo ends on a tense note. I literally found myself wanting to buy the game despite my thoughts on its overall design. After going online and reading some reviews, which sadly turned me away from the game, I decided not to take the abusive journey with Quico.

For some reason, perhaps it was the sparseness of the level design, Papo & Yo reminded me of Ico. Ico was a game that I didn’t necessarily love but appreciated. This reminder then got me thinking about how I had never played Team Ico’s other game, Shadow of the Colossus. So, on a spur of the moment purchase, I bought Shadow of the Colossus off of PSN. Hours later, I was playing the game.

Shadow of the Colossus has a NeverEnding Story feel to it. I love it! Will write more soon.

Rewind Wednesday: For the Love of Nook

Reviled by many gamers due to his slumlord-ish ways, Animal Crossing’s Tom Nook is a character I will forever be thankful for. Tom Nook, you see, is single-handedly responsible for easing my wife into the world of video games.

Back in 2004, I met my now wife at a Halloween event hosted at the college we both attended. We literally bumped into each other in the darkness of night. From that moment on, we dated and got to know one another as all couples do. As things began to grow more serious, I knew that I needed to share my love of video games with her. So, I went out and bought her a Nintendo DS and two copies of Animal Crossing. Two copies? One copy for her; one copy for me.

Soon we were enveloped in the chatty world of talking animals and weed pulling. Random bouts of letter writing, fishing, and strange conversations consumed our gaming time. Every once in awhile, we would visit the other’s town and exchange items—it is because of these visits that I was able to obtain a wide variety of fruit trees—. We were both enjoying the time spent playing the game and hanging out with each other.

Our love of Animal Crossing lasted almost a year. I don’t think that I have ever played a game for such a duration of time. One of our final gaming sessions in the game revolved around checking out the New Years celebration. Fireworks exploded in the sky with great bursts of volume and intensity. A sign, situated in the town square, proudly proclaimed, “Happy New Year”. We were surrounded by virtual buddies we had spent countless hours with. It was a happy new year indeed.

Looking back, we both fondly talk about our New Year’s Eve spent in Animal Crossing. If it wasn’t for Tom Nook and his gateway drug game, I’m not sure that my wife would still be playing games like she does today. A big thank you Tom. Your evil squirrel ways will not be forgotten.

A Worthless Journey

Ralph Waldo Emerson once said, “Life is a journey, not a destination.” What happens though when the journey is beautiful but mundane and the destination turns out to be a complete waste of time?

This past weekend I journeyed through the lands of Journey on the PS3. When all was said and done, I had no clue what had just happened or what I had just played. So, I took to Wikipedia to make sense of my experience. The Wikipedia entry only confirmed my suspicions that not much had just happened. To further illustrate this, the following is a quote from the developer’s web site:

Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s.

I can admit that I thought it was cool to travel across the desert, plunge into the dark depths of despair, and finally rise above a wintry landscape onto the mountaintop of hope. What I disliked about the game was it’s stark simplicity. The interactions with other players, while nice, especially in the dark depths, were pointless. Beyond the amazing stylized graphics and tight game play, the narrative journey of Journey fell short to me. If Journey was a movie, I’d be asking for my $15 back.

The Walking Dead: A World Without God

I’ve been trying to figure out why The Walking Dead: Episodes 1 & 2 have gotten under my skin so much. Sure the storyline, characters, and environment are compelling but there has to be more to my fascination with this game. The other day, I finally figured out what has been bugging me, the world of The Walking Dead is a world without God.

The chaos of the virus outbreak has left the world in tatters. Law and order have been completely shoved out the door and the basic instinct of survival has taken over. This survival instinct is solely based on emotion. The problem with emotions is that they are often founded on heat of the moment reactions. Logic is relegated to the corner when emotion is involved. There is no peace in this zombie-filled world of emotional rule.

For God is not a God of disorder but of peace. – 1 Corinthians 14:33a

Sometimes friends “make” you do stupid things.

There came a point in the game where I was presented with a situation where I had the choice about whether to kill someone. Up until this point, the game had made me highly dislike this particular character. To make matters worse, earlier in the game I was conveniently told that anyone who died would quickly become a “walker” (re: zombie). So here I am, dealing with a man who has just collapsed on the ground, seemingly dead. What do I do? My best friend in the game quickly pushes to bash the man’s brains in (which is the only way to kill a zombie). My emotional response that followed was one based on my dislike for the character and the survival response of not wanting to be eaten. I decided to let my friend kill this man. My decision, though based in a game world, has bugged me ever since.

In retrospect, I feel like the game somehow ripped me off; I felt like I had been goaded into an emotional response. It was either going to be him or me. The basic instinct of survival ruled.

Regardless of the game, I am thankful that I live in a real world created by a God who loves order. The Walking Dead is an intense game based on emotional choices. In the end, I know that emotions lie as they vary from day-to-day. I am thankful that God is my compass and not mere emotion.

Design a site like this with WordPress.com
Get started