Kieron Gillen's workblog

 
             

   
 
 

11/24/2004

 
"I haven't seen the sun for an eternity.

Okay, a week, but all human eternities are subjective. And I caught a glimpse of it on Thursday when I took a break to go play the ever-popular Be Nice To The Girlfriend To Avoid Her Dumping Me game. But otherwise, the sun has been steadfastly avoided, as every day I played Troika's latest until gone five in the morning, entered a torpor until the early afternoon, only to raise and find - thanks to the encroaching British Winter - the Sun has already disappeared. It's bad. I've taken to injecting vitamin D to prevent my organs prolapsing out of my body in greasy coils in protest.

There was one glorious moment when my flatmate, sharing my Vampiric gaming lifestyle, left the house at sundown for a walk. A memorable journey. Rain was a polluted baptism on our pallid faces. I felt dirty, debased and distant from the milling hordes as any point since the height of teenage alienation, sharing jokes with my friend who'd lived in a world these sheep could never grasp. They may have well been a different species. In other words, Vampire had done what only my very favourite games manage - to get beneath my skin, slide under the membranes of the brain and remix reality for a while. In the same way Thief had me dancing around the streetlights, Vampire had me revelling in my damned difference. That's some trick.

Taken out of context, you'll probably take that as a recommendation. And, I suppose, it is.

There are reservations. The devil's in the details."


Vampire: The Masquerade Bloodlines for Eurogamer.



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11/20/2004

 
I have been trying to make this blogger thing work for a half an hour. But now I am so tired I can only write "Dunk!"

DUNK!



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11/17/2004

 
"This isn't a review.

There probably won't be a score at the bottom. I haven't decided yet. We'll see how the muse takes me. My guess will be not, because - well, if given the choice, which I have, who would give any MMO a review score? By the time you've written it, problems could be patched out of existence. Or problems could be patched into existence. Even if nothing changes, the experience alters according to the player base. And - worst of all - to really get a sense for one of these things, you have to play it for the lifespan of a small child.

Er... opinions about a finished game and no review score. That's actually one of those "First Look" things, isn't it? I knew there was a proper term lying around somewhere."


Lots of shameless Flamebait in my EQ2 piece for Eurogamer.



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11/16/2004

 
I don't know how many of your follow the comments on the posts, perhaps being turned away by the cheerful injokery of Jim, Walker, Charity and AB, but a minor debate sprung up. One AK - expressing a somewhat bizarre opinion for a professional games journalist - said that games writing is a farce.

I presumed he was joshing, until later in the thread he takes the old adage about music journalism and applies it to my corner of the world. That is "Writing about games is about dancing about architecture".

It's on the top two things people say about music journalists (The other being "Music Journalists are just failed musicians"). Since they're such common insults, I've heard a bewildering array of counter-arguments, but generally keep a couple to hand.

One of them is the cheerily faux-naive one - you know, why *don't* people dance about architecture? Why not? If a building makes you want to dance, why resist it? This is handy as it paints people who make the argument into close-minded sluggarts who should try and open their minds up a bit.

The second - and the one I more often use, not being particularly good at any faux-maive schtick - is the direct "So - a bit like writing songs about love then?". Any artist who starts saying that something is indescribable and can't be translated or examined in another form, is going on particularly shaky ground given that their entire existence is based on that idea.

(If anyone's interested, the standard counter-arguments of "Journalists are failed musicans" are i) What about all those musicians who are failed music journalists - Morrissey, most memorably. Patti Smith's another fine example. ii) Underground zine culture is all about expressing your love for music in all its forms. You talk about it. You write stupid glittery cut-and-paste nonsense about it. You form three bands a week. OBVIOUSLY they were in bands, but it all comes from the same place - it's reactions from a genuine emotional font rather than a "Oh - can't play. I'll write".)

But pithiness aside, such diktats against writing always get on my tits. It's kinda pre-emptive book-burning: an attitude that prevents books even existing. My take on writing is that it's condensced thought - the powdery stains that are left in the real world when an excess of internal dialogue builds up. In other words, claiming that there's any bounds about things you can write about is, for me, anti-thought.

And in games, it's even more ludicrous - I was chatting to a Games Journalist friend earlier, who's doing a presentation about the art of reviewing to some students. She asked me "Which directions do you think we should be pushing?". And I was dumbfounded for a response, because games journalism is in a state that whichever direction you choose to push in, you could find suitable rewards. Writing about games is a waste of time? What does that mean. That interviewing creators is a waste of time - cutting to the human nature that begats a desire to create this weirdo hybrid cultural form? That analysing how games operate is wrong - cutting away the analytical tools that allow us to examine the form. That describing how you feel when you do something is wrong - which cuts out all that NGJ stuff, and particualrly bizare when GREAT books have been written on either sport or travel. Writing about the cutural mores of emerging cultures? Simple giggling gags trying to entertain a subsect? Writing an e-mail to a friend about that game you wrote at the weekend? Texting Jim to see if he wants to go online in City of Heroes for a bit?

It's bollocks. Games are splendid. Splendid things deserve to be written about. Someone has to be there at their messy, bloody birth, and we're lucky enough that these "Someone"'s are us. It depresses me that anyone would dream of covering their ears and ignoring the call of history.

And after that awful posturing nonsense, over to the Manics new album which... actually that link doesn't work, because it ISN'T posturing nonsense after all.

I'm an Old-skool Manics fan. I physically yelped with glee at the news of 10th Aniversary of The Holy Bible. Equally, I'm not "that" sort of Old Skool manic fan - as in, a fucking over-precious retard who didn't even understand basic Manics rules like "The entire point was selling out, shitfuck".. I loved Everything Must Go (In the inevitable Manics real-life-Rock-Drama which will appear one day, the story arc will open on the day the kiddie James Dean shows everyone else the porn he's found and end as the Manics walk onstage, throwing the first chord of "Design for Life" on their comeback gig). However, This Is My Truth Tell Me Yours was blustering windswept bollocks. Know Your Enemy was old men playing the we're still relevant card, and barely registered on my conciousness. When the Best Of came out, I'd happily moved on. I raised my glass to them in my reviews, and presumed the Manics would bother my conciousness no more.

Then, a couple of months ago, their new single: The Love Of Richard Nixon. Cute title. The record - an upbeat piece of electro-pop - pretty much avoided most of the things that so annoyed about the Manics. No standing on a mountain top and beating manly chests here - resigned, sad, funny. A political song, its tricks were miles away from their usual simple-minded scabarous attack. In fact, it more reminded me of the sort of thing Luke Haines would do with Black Box Recorder - ironic, bubbling hatred turned down to a low simmer ("People Forget China/And your war on Cancer", indeed). As I said - cute, different and made me decide to eventually give the album a chance.

And so I did. It's been sitting on my playlist for a couple of days, including an especially intense listen while lying around at Jane's, smoking fags and getting giggly. It's an odd thing. While the rest of the album isn't electro pop or anything, its ambience is very much of that glacial adult, dance-touched eighties pop-rock. I stumble for reference points, and end up citing things like The Boys of Summer. There's even a bass-line that appears to have been ripped out of Material Girl. It's still smart. It's still got that intense, dramatic sadness. It's sang exquisitely - all falsettos and white-soul voice without the screaming. Guitar solos are restrained, or filtered into synth shapes. Drums are light instead of lumpen.

It's something different, which is exactly what I needed from the Manics.

Stand out track is "Empty Souls", the second single. Its mood recalls EMG-era B-side "Dead Trees and Traffic Islands" and even the epic, frictionless sadness of "Motorcycle Emptiness - except where that was an end-of-movie theme for the end-of-the-world this looks back with a genuine regret (In fact, the Boys Of Summer reference may be a better one that I originally thought).

Its top end is that epic-guitar pop thing - with a certain chiming stillness that could be Coldplay if you were willing to squint and fight the initial revulsion that even mentioning That Fucking Band provokes. The bottom end is straight motown four-to-the-floor driving beat, which turns it into sad pop music. No rush to wherever it's going, leaving plenty of Space for James Dean to explore the vocal. There's even a moment where we get one of the Manic's rare pleasures - that is, hearing him without flinching sing a genuinely terrible lyric ("Collapsing Like The Twin Towers", indeed. Even "Collapsing With Twin Towers" would have been more elegant) with complete conviction. The Manics never have a mildly bad lyric, when a grotesque one can be used instead.

But it's nestled in the striking chorus, where the momentum disappears as the drums drop away and the guitars start to tear prettily at the edges for the first half leaving room for James' sad falsetto, before everything recoalesces, the rhythm returns and we're strutting away again into the painfully phrased "Collosal, Endless like a Marathon" and the repeated "God knows what makes a comparison" (One burnt around the edges, once in a gasped exhalation) before a final release of the title and disappearing into the propulsive dream-pop.

No, I don't need them to breathe anymore. But since I don't need a pop group to act like my Iron Lung anymore, I'm surprised and overjoyed that our musical journeys have crossed again.

I'll even forgive them the line after "Collapsing like The Twin Towers" being "Falling like April Showers". I'm in a good mood.



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11/12/2004

 
Picked up by the World of Stuart chaps, picked up from the Guardian Game blog, picked up from Ludology, picked up by me because I was chatting to Ross about it, and he wanted the link.

"Ready or not, computers are coming to the people.

That's good news, maybe the best since psychedelics. It's way off the track of the "Computers - Threat or menace? school of liberal criticism but surprisingly in line with the romantic fantasies of the forefathers of the science such as Norbert Wiener, Warren McCulloch, J.C.R. Licklider, John von Neumann and Vannevar Bush.

The trend owes its health to an odd array of influences: The youthful fervor and firm dis-Establishmentarianism of the freaks who design computer science; an astonishingly enlightened research program from the very top of the Defense Department; an unexpected market-Banking movement by the manufacturers of small calculating machines, and an irrepressible midnight phenomenon known as Spacewar."


From December 1972's issue of Rolling Stone, it's arguable that this feature on Space War is the first videogame review. Worryingly, it also seems to be better than 98% of what's printed in the gaming press, which goes to prove something, but what I just don't know.

Actually, I do. We're rubbish.



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11/11/2004

 
“If there's a way to cram more misery into one building's history, I can't think of it.”"
- Garrett.


Guy's got a point.

Finally making real progress on a feature that's been bubbling around the internal cauldron for the last four or five months - since Thief 3 came out, essentially. It's about the Cradle - the penultimate level in the game, and the absolute stand-out. Of course, it's the one which any reviewer worth of the name barely touched on in the review, except tangentially. I was talking about my friend's reaction to it in my introduction paragraph and dodged the issue later on. Walker didn't even do that much, instead having "The Cradle Rocks" as a cross-head or something.

In a traditional review, you clearly can't talk about it too much, because a horror-based segment is based on surprised. If someone had told me about Ring's ending, it wouldn't have worked nearly as effectively. In some cases, even knowing there's an "Ending" breaks the film a little - look at Audition.

But that's just another of the weaknesses in a traditional review. We could easily inverse the idea - that it isn't what you shouldn't talk about, it's *all* you should talk about. If someone asks you about Thief, you're going to tell them about The Cradle. For a review not to do that is... just awkward.

So, here's the alternative. An entire Feature - somewhere between 6-8 pages, by my current maths - about a single level in a videogame. Spoiler central. It's for the people who have played the level, and want to understand it better, or for people who will *never* play it, and want to take a little holiday. Or, by implication, the fact it even *exists* to be a prompt for people to actually go and play the bastard thing, just so they can read it.

It's kinda NGJ. It wasn't originally, but I realise it's probably time someone attempted to do a serious piece of this stuff about a single player game, just to set a precedent that it can be done. Zangband gave a shot in that direction, but was a little too mired in its analytical nature and the fact it was a for a game no-one really knows anything about. It was one of those "Dogs doing a card trick" articles. Everyone was so amazed that Gamer did six pages on a Rogue clone that they didn't quite process what it was about (Though that excuse rings hollow when There - a fairly similarly "Huh?" game - was made to sing by Always Black in his "Possessing Barbie" feature, which you should all rush to the shops and read. It's a cleverer, subtler piece than Bow Nigger, and the state in the art in this bollocks). Someone needs to do an emotive piece about a game, and Thief is pretty good fodder for this. Not perfect - I think the inevitable Rome: Total War piece will be the real breakthrough - but enough to lay down some foundations for other people to build on.

That's about half of it - probably less, and I've worked an oddball structure which may work or fall flat on its face. I'll know by tomorrow, one way or the other (It's to nab the Cradle's structure itself and try and approach the truth tangentially through vignettes). The other half of the article - maybe more - is pushing the analytical thing in a slightly new direction. Sarcastically, I describe it as a "Re-invention of the Tips article", because I enjoy winding people up. Rather than using devices like maps to say how to best complete the level, I'm using maps to underline what's going on, what you probably missed and how to put the whole thing together. The Exam notes for the cradle, basically. The final addition to the project is that I got chatting to Null - the Cradle's designer - and while originally all I wanted him to do was to scan by linearised version of the Cradle's plot to see if any of it is just completely off the wall, he had glorious plans for something which I immediately saw a way to subvert for high-quality videogames journalism entertainment. So there's a couple of pages of interview stuff too.

I'm probably going to feel some more out about this tomorrow here, in between actually writing the game. Main thought: I've got to actually unnerve the readers, in a way that doesn't involve showing pictures of me dressed up in Mime.

However, if you want a real videogaming horror story, then you can always trust EA to provide.



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11/10/2004

 
Finally got around to watching Ring, the Japanese version. Yes, slow I know. It's been sitting in a "watch this" pile for about a year and a half now, and I finally found the motivation to give it my proper attention as vague background research for my feature on The Cradle I'm currently inching my way through.

Finish the film. Enjoyable slow-burn horror which I'm impressed that I actually manage to avoid any details of via the simple tactic of shouting at anyone who mentioned the bastard thing.

A couple of minutes later, I get a text message.

From a "Ringu".

Message reads "Seven Days...".

A momentary "oooooh-dear", before realising it's either The Concubine or Gril. It's the latter, because the former would never get involved with the requisite net-knowledge required to send such things.

I congratulate him. He denies it for a bit, which is only proper.

So well done housemate. You're a genius.

But THEN I tell Walker about it, and then HIS housemate Jonty reveals that it's just what he did to Gril after he saw Ring.

Gril is not a genius. He's a dirty, dirty plagarist.

He should be ashamed.





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11/09/2004

 
A couple of reviews up at Eurogamer.

First, City of Heroes.

"On the main forum which I while away my working hours, there's a thread. It's about City of Heroes, though is currently named "City of Hot Mammas". That'll have inevitably changed by the time this review hits the net-presses; the moderators are taking great joy at changing it randomly whenever boredom strikes, just to keep things interesting. At the time of writing, it's just shy of 1,500 posts. Cute, you may think, but no biggie.

What's interesting is that the forum is nothing whatsoever to do with videogames. Just a standard - if wittier than most - gathering point online, where there are enough people to amass a gargantuan thread full of stories of superheroic adventure."


Then, Rollercoaster Tycoon 3.

"My Dad built the rapids ride at Alton Towers.

No, really.

Well, not by himself. But being a Brickie-cum-foreman-cum-construction worker chap, he was one of the people who performed manual tasks and hard, outdoor labour that would mentally scar lightweights like me. He also claims credit for having the water flow over red sandstone rocks to get a slight scarlet tint to the waters for the bit where the giant rubber tubes pass between two water-falls in a parting-of-the-red-seas style. His working there lead to a batch of free tickets which took the family a couple of years to exhaust, so acting as a beam of light in an otherwise dreary midlands existence. Through my youthful eyes, this was the second best job my Dad ever worked on, just ahead of constructing Stafford’s McDonalds (so bringing home bags full of Hamburglar pens) and just behind Drayton Manor Park and Zoo (from which he managed to secure a splendid polystyrene replica skull).

And difficult introductory paragraph out of the way, that Rollercoaster Tycoon 3, eh?"




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11/04/2004

 

Negativeland Updates.
Credits.



And, honest, that's it completely. In fact, that's it for Big Robot itself, whose year-long run comes to a close today once Jim posts the inevitable farewell message.

Had to do a credits sequence, to show mad love to those who gave their time, patience and visages to my terrible end and because I had a photo of Chrissy and John I loved terribly, and couldn't work out any way of working into the narrative.




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11/03/2004

 
"At issue here is whether the traditional way of reviewing games -- i.e., listing features, documenting bugs, recounting a few experiences, and handing out a score -- is a fundamentally poor way to review a game. Arguably, the gaming experience in totam (including adrenaline rushes, fits of anger and laughter, feelings of awe and revelation, and any number of other emotions; in short, the real reasons we play games) cannot easily be encapsulated by such a review. In light of the preceding, we may ask a few questions:

1. Is there a way to write about games that would include more of the things that make gaming special?

2. Would we do well to adopt such a style at the expense of the traditional method of reviewing games?

In certain circles, this new method of writing about games, dubbed The New Games Journalism, is gaining strength. Read on for more."


Lobo over at Evil Avatar writes about the NGJ, while linking to assorted pieces around the web, starting a lively debate.

Similarly, I've just recalled that a gent came up to me at the London comics thing to mention that it was namechecked by Ron "Monkey Motherfucking Island" Gilbert's GrumpyGamer, which makes this man proud.

Glad that people are still discovering and talking about it six months on. It's why I wrote the bastard, y'know.

Meanwhile, over at the TTLG forums, I'm kissing and telling on that Cassandra lady.



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Listening to Johnny Boy's "You are the generation who bought more shoes and you get what you deserve", trying to turn this quiet loathing rage into something I can channel.

I'm not sure that I can.

Charity promised me that she had a BILLION votes, so everything would be okay, but it seems not.

Pah.

Get what you deserve, indeed.



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11/02/2004

 
Been up since 4am, so this is a quick one:

I'm trying to do a vaguely unofficial wrap-party-cum-going-to-a-club thing tommorrow night for Negativeland. It will be in one of NL's main settings: The glorious dodgy Indie night at Moles.

All and sundry welcome.



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11/01/2004

 
This was going to be about the reason why scoring a game 1% is actually less harsh than scoring a game 4%, but I've become distracted since then.

Been having a decent, extended read of E-Merl.com, where Daniel Merlin Goodbrey (And, amazingly, that isn't Daniel "Merlin" Goodbrey. It's Daniel Merlin Goodbrey. No, really.) does his casually groundbreaking webcomic and hypercomic work. My attention lingers on his Mr Niles experiment, where he did one strip a day for a month.

I bumped into Merlin at the London Comic Con, where I bought a copy of his Mr Nile: The Illustrated Bastard - which probably dragged my attention to the webcomic anyway, and spent some time in the pub talking about comics (relatively small) and the magnifence of the Dresden Dolls (Extremely large) until the conversation was cut short by me running and hiding in the bogs after some very drunk gentleman (and aparent stalker of Rich Johnston) made an insensible and physical pass in my direction.

Anyway - to cut to the chase, Merlin's some kind of futurist genius and makes me fucking sick. The annoying bastard.

Could start almost anywhere, but let's start with Mr. Nile. Here he is. Say hello, Mr. Niles.








Ah. He's not speaking right now. He's hurt that you haven't clicked on the link yet.

If you're going to hang around for a better idea why you should head down that rabbit hole of a hyperlink... well, fuck off you know. These cruel formally radical gags which you should read. I mean it. Go on.

(Description added: As if Scott McLoud rewrote the invisibles as a formalist gag strip. And if you just read one, read this one)

And then wander around the rest of the site. At the very least, read glorious revisionist fable The Mongoose and The Weasel, because as my Gran would never say, it's as daft as a brush.

He's really good and clever and brilliant and I'm clearly chatting him up in order to get him to do a couple of pages for Commercial Suicide 3.0 just in case he's reading this in which case go on and cheers and run on sentences.


 

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