Monthly Archives: March 2019

March 15, 2019

Game log 1-2/19

Some freebies (with no trailers):


Marie’s Room (2018): Kenny Guillaume and Dagmar Blommaert (Bruges, Belgium) [.5 hrs]

After I play Gone Home Steam tells me that I might also like Marie’s Room, a free half-hour game. But I don’t! It’s just someone’s exercise in set-building — yup, good job, very pretty lighting — with some truly terrible middle-school storytelling stuffed into its pockets after the fact. (“Dear diary, I saw that man again!”) It received a bunch of positive press, which just goes to show that you still can’t trust the world of games to know wheat from chaff.


System Syzygy (2018): Matthew Steele (Boston, MA? not sure where this guy is) [7.5 hrs]

System Syzygy is free free free and is a loving homage to some games from 30 years ago that I feel very fondly toward, (Namely these three). The genre here is puzzle grab-bag with some degree of “metapuzzle” that ties it all together at the end. (As readers are probably aware, I was involved in the development of some metapuzzle grab-baggery lately, so this sort of thing was on my mind.) This guy did good. Sure, it has the problems endemic to the genre — unevenness, occasional unrewarding opacity mixed in with the rewarding opacity, and some puzzles that are more “interesting” than they are fun. There’s one puzzle here that’s about five times harder than any of the others (it’s a triple-decker Lights Out variant) and it shows up early on. But really this is a class act aimed at a very narrow nostalgia market — mine — and I’m grateful. (The EGA-style graphics are excellently accurate to the era.) I chomped through it hungrily in two days.



Meanwhile in backlog business. On November 7, 2014, GOG gives away Little Big Adventure for free. I think it was to promote some kind of “Vive la France” sale. Who cares, right? Free.

Little Big Adventure (US title: Relentless: Twinsen’s Adventure) (1994): Adeline Software (Lyon, France) [played for 2.5 hrs]


(This game is 25 years old and has no real trailer. The thing above is what a retro-repackager threw together for a recent Steam release and only contains footage from the first 10 minutes of the game. But that’s what there is.)

This is a game that I owned and played to completion in 1995. At 16 I was still young enough to be enveloped by the reality of every game I played, to be subsumed into its order-of-the-universe, and I remember this game being both intimate and expansive, like the best toys, in a way that set it apart as something special. The text and story were awkward — so in fact was some of the actual gameplay, though I got accustomed to it — but the basic sensory make-believe of the thing felt pure and true and welcoming. Like a beloved dog: it can’t speak but it has heart anyway, and is attuned to the things that matter. The game left a sweet, soulful, animal impression that I can still access today.

I hadn’t replayed it since, and I was truly looking forward. I thought I had a treat, and a sentimental journey, in store. I am thus very sad — pained! — to report that the mechanical problems with this game have aged terribly, to the point that I don’t think it’s possible to recapture that feeling and revisit that dream. Or at least it wasn’t possible for me this month, with the degree of impatience and frustration that currently inhabits me. Having to replay the same first 10 minutes of action over and over and over and over because of the stubbornly unhelpful save system; being punished for the very faintest of navigational miscalculations by getting stuck in an inescapable loop of damage until the character dies. These things hurt my feelings today in a way that at 16 they didn’t. Have I gotten softer? Harder? More impatient? Less masochistic? All I know is I couldn’t stomach it enough to get past it, to breathe the dollhouse air and smell the little Lego flowers. So I had to stop. It made me sad but that’s how it is.



November 11, 2014: I buy in to “Humble Indie Bundle 13” for $7.48, a price chosen to Beat The Average and thereby net me nine games. It’s been almost five years and I still haven’t played any of ’em! Here they are.


OlliOlli (2013): Roll7 (London, England)

Well, this one wouldn’t start. I don’t know why. I tried several different things but it just wouldn’t. As you can see it’s not something I’m too torn up about. Still have about 150 games to get through, so there’s no time to be precious. If it won’t run, I’m not playing it. Next.


Insanely Twisted Shadow Planet (2011): Shadow Planet Productions (= Fuelcell Games & Gagne International(= Michel Gagné)) (Seattle, WA) [7 hrs]

Insanely Twisted Shadow Planet is snazzy concept art in motion, by a real animator guy. The art direction is the point. Heck, even the title is art direction! And to sustain that art direction is a serviceable, unremarkable, good-natured game. (It reminded me a little bit of Guacamelee in this respect.) The trailer is absolutely representative in every way. If you want to play around with a thing that looks like that, this is the game for you. If you want more than that, I have sad news.

By the way, world: this game took me 7 hours because it mistakenly defaulted to my DUMB SLOW graphics processor instead of my SMART FAST one, and I didn’t realize what was going on until I was at the final boss. I thought the game was deliberately slow and meditative. “Atmospheric.” Kind of frustrating that way, but I figured it was their choice! The fast way that it’s supposed to be is much, much better. Too late for me!


Tower of Guns (2014): Terrible Posture Games (= Joe Mirabello) (Sharon, MA) [played for .5 hrs]

This game isn’t for me but that’s okay! It seems like a great idea: randomized, hard, shoot-or-be-shot 3D obstacle course, not too long (pitched as lasting “a lunch break”). You acquire more options the more times you play, so there’s a sense of long-term progression even as it repeats itself. (People really seem to love that, these days. Anything to avoid the sensation of stasis!) Atmosphere is half-silly, half-menacing. No real investment in the specifics but enough atmosphere to transport you, in the spirit of long-ago Quake et al. No drooling demons, just big cartoon cannons. No anger, just danger. I approve. I think this guy did great. (Way to go, Sharon, MA!) But the thing is… I’m not very good at first-person shooterizing, I never have been and I never will be. When I play first-person games I’m always in it for the exploration and the sense of make-believe. Tower of Guns expects the player to be in it for the game. Uh-oh! Waiter!


Amnesia: A Machine For Pigs (2013): The Chinese Room (Brighton, UK) [6 hrs]

Hell of a subtitle. Amnesia is of course the sequel to Amnesia. Another haunted house walking tour with the same plot: “oh god, who’s responsible for these unimaginable horrors” (answer: you; see title for details). As in the original, anticipating the monsters is scary, and dealing with them isn’t. But there’s plenty of anticipation to go around. The first hour or so, in which basically nothing happens, had me absolutely gripped. After that: whatever. The storyline is Sweeney Todd does Dr. Moreau, which is probably a smidge more interesting than Dracula does Lovecraft from the first game, but the writing runs long and repetitive and pretentious, and tangles itself into pointlessly confusing knots by the end. Some people complained that the gameplay was too simplistic and linear compared to the original; personally I’m very happy to be led by the hand down a straight hallway, so long as it’s a rewarding enough hallway. This game means well but could have used an editor.

Also: “Weird ungodly classical music from a nightmare world” gets written into a lot of horror games and movies, but it’s harder to compose than you might think. There’s a piece in here that does a fine job of it. Kudos!


Jazzpunk (2014): Necrophone Games (Toronto, CA) [2 hrs]

High-energy post-retro nonsense! Actual nonsense; silly nonsense. Hipsterism, to be sure, but at least the kind that picks and chooses its influences with panache. I laughed aloud at truly stupid crap because the proceedings were properly manic and stylized. (e.g. you dial the Kremlin and the voice that answers informs you that you’ve reached “Kremlins 2: The New Batch.” That would be unfunny in a movie, but in the middle of a conceptual tornado it managed to surprise and amuse me). These days pastiche is the fundamental mode of all culture, so pastiche-as-comedy is no longer viable. Mad Magazine is a fossil. Yet Jazzpunk manages to seem like something rather than nothing, by channeling it all through the psychedelic inanity of a primitive 3D engine, where it can no longer be passed off as well-formed. It can’t be “merely lame” because it’s too far gone toward real madness and/or incompetence. This kind of prank-dream is probably as close to Airplane! as we can get in a post-Quentin Tarantino world. I admired it for being near-frictionless, un-game-like: it really is just a comedy experience that happens to be interactive. I’ll forgive it whatever it needs to be forgiven, because: it’s some new sort of thing, of its own invention, and god bless it for that.

Maybe some of the principle is the same as those Firesign Theatre albums that used to delight me as a kid despite my understanding them almost not at all. Are my feet on the ground? No? Is everything whirling around? Yes? Excellent. That’s artistic insight enough for me! I say live it, or live with it!


Risk of Rain (2013): Hopoo Games (Seattle, WA) [played 1.5 hrs]

Another game with a simple foundation (shoot monsters and don’t die) on top of which a towering skyscraper of ADD-ONS POWER-UPS CHARACTERS UNLOCKABLES etc. has been built. It’s depth, but it’s cheap depth. If you want to evolve checkers you can either invent “Chess” or you can invent “Hellz Yeah Balancepunk Checkers!!” in which a deck of cards has been added that determines each player’s special power for that game, and the board is randomized before play so that certain squares impart abilities when you land on them, and so on and so on. (I just now coined “Balancepunk.”) To me it seems like the unimaginative way forward but some people really love this sort of thing and are convinced it’s the future. “Is the system more complex? Is the path to mastery ever longer, and paved with ever more bric-a-brac? Does it contain 200 of something that I can try to collect all 200 of? Woo-hoo!”

Personally, I’ll always be a foundation-dweller; I’m compelled to explore the cellar thoroughly but not to try to get to the roof of the unlockable skyscraper. The cellar of this game is a decent little run-around-and-shoot game with a serious case of the tinies. Everything that matters is about 6 pixels big. But: they are real pixels! They never overlap or change size. Gotta respect that. Also the music is really very professionally done, for what it is. I had a 60 minutes of fun poking around, and then 30 minutes of “oh it expects me to want to really get good at this?” and then I stopped.


The Novelist (2013): Orthogonal Games (=Kent Hudson) (San Francisco, CA) [2 hrs]

I like indie games and their ambitions and their pretensions. I really do. Mix it up! Experiment. Throw weird stuff at me. Get things wrong sometimes. By all means!

This is an experiment that doesn’t work because it isn’t good enough. It’s not fun or interesting to play. That’s okay! Keep going, everyone!

Was gonna complain about “choice” here but it started to balloon so I transferred it to its own entry, which may or may not get rounded off and posted at some point. In short: “choice” in games is a false god. Nobody really cares about “choice” and it doesn’t mean what game designers want it to mean.

This game makes you chooooooooooose every day between whether dad’s precious time and energy is spent on himself, on mom, or on little Johnny. Once you’ve chosen, you get told, very somberly (molto sombrero), that the person you chose felt better! as a result of the choice! but alas! the two you didn’t choose felt worse! as a result of the choice! And now… on to the next choice! This is framed as mature food for thought but to my mind it’s reductive in an immature way. Loving your family is nothing like keeping a tally of points for each person; or at least it shouldn’t be.

As is often the case in computer games, the designers’ compulsion to build the model in the first place is far more revealing about human nature than any insight that they managed to put into the model. And this model is really super simplistic. It’s basically a 9-question “what are your priorities?” quiz from Modern Dad magazine, rendered in the style of Gone Home — you slink quietly around the 3D house and look at their stuff. Ostensibly you’re a ghost haunting a family’s private spaces, but it’s more like you’re a PLAYER haunting a NON-GAME, trying not to be seen.

March 5, 2019

6. Stevenson: Kidnapped

006 KIDNAPPED

CD6, 50¢, August 1959. Cover artist unknown. 239 pp.

This glorious passport to romance and high adventure has delighted generations of readers. It is the story of young David Balfour, an orphan, whose miserly uncle cheats him out of his inheritance and schemes to have him kidnapped, shanghaied, and sold into slavery. But justice triumphs — after a spirited odyssey which includes a shipwreck, a hazardous journey across Scotland with a daredevil companion, intrigues, narrow escapes and desperate fighting. Rich in action and characterization, this exhilarating novel was considered by Stevenson to be his finest work of fiction. Henry James called Kidnapped, “Stevenson’s best book.”

With an Afterword by Gerard Previn Meyer


Audiobooks of Kidnapped average around eight hours. It took me approximately ten months to read it. Not busy months, either.

Part of it is simply that my attention is currently very poor. A substantial portion of my brain is constantly flitting around like a moth. After picking up a book I often end up setting it back down after only a few sentences because the moth is spoiling the experience.

Another part of it is that I started Kidnapped three times: the first time getting about halfway, and the second time nearly finishing — maybe three feet! But each time my rhythm was interrupted by some event. This is the kind of book that wants to be read in one continuous burst of fantasy, so picking up in the middle after an extended absence seemed inappropriate. Whereas of course the prospect of having to begin again — and then yet again — was intrinsically untempting, and a certain amount of willpower needed to be accumulated first. Thus delay begat delay and here we are.

So it took me all year, but don’t let that dissuade you from reading it. It really will only take eight hours, and they’ll be eight hours spent in very fine company.


The first half of Treasure Island is my gold standard for prose storytelling. It’s like Mozart: so pure and perfect that children can take it for granted. Everything is simply the way it has to be — “and why wouldn’t it be?” Its naturalness is so complete that one forgets it’s an achievement. All seems equally innocuous, unlabored, unfussy, unremarkable — all the power flows back to the root, to storytelling itself, to the enchantment. It is ordinary and magical.

Kidnapped showed me that it wasn’t luck; it’s all craft. Stevenson writes like a master film editor. He has excellent intuition for the choreography of attention, its rhythms and patterns and tendencies. We never notice the ship being steered; we simply see next what we ought to see next. I made a point of visualizing a movie version as I went, directing each shot in my head, taking the text to be a continuous voiceover. The pacing of the prose allowed for this, where most wouldn’t — witness for example Signet’s next at bat, Thomas Hardy, who switches from 78 RPM to 33 RPM willy-nilly — and this speaks to exactly what I’m admiring: all Stevenson’s moves are the real moves of a living, active, youthful mind. Dipping from surface to depth and back again in graceful, unselfconscious motions, casting an eye around a room and then to the face of the person speaking and then inward and then out, etc. etc. He experiences the story in time and space, he breathes its air and sees what it sees.

Treasure Island is wonderful, but an adult reader with an overcomplicated adult brain may find the tempo too brisk to fully register. It’s been written for children, who experience weight and time in everything, no matter how fleeting. Kidnapped feels distinctly more grown-up; the style thinks a bit more, observes a bit more. Jim Hawkins is about 13 or 14 (isn’t he?) whereas David Balfour is 17, and the book is accordingly that much further toward maturity. But Stevenson has an idea of “maturity” that does not in any way repudiate or supersede youth and innocence. This is to be admired.

In the afterword by Gerard Previn Meyer, there’s a quote from Stevenson that I found inspiring:

The true realism, always and everywhere, is that of the poets: to find out where joy resides, and give it a voice far beyond singing. For to miss the joy is to miss all. In the joy of the actors lies the sense of any action. That is the explanation, that the excuse.

He expands on this in the full essay from which it comes (which I think is worth reading in its entirety): any notion of “realism” that opposes it to so-called distortions of Romantic emotionality is not just an aesthetic failure but a philosophical one. Emotion-infused experience is real and emotionless experience is not real. We should not call the elimination of emotion “clarity” when really it’s just a form of fear. This philosophy comes through in the writing. David Balfour’s naivete, and his experience of the world as sensation first and foremost, is depicted as putting him constantly at risk — but this risk is embraced, and celebrated. The risk is the joy, in the telling of a story like this! (Look at the title!)

This is an outlook I endorse and aspire to. An innocent stumbles out into the world and is horribly misused and endangered and beset by pain and suffering… and it’s all terrifically worthwhile because the world is splendid. Innocents are foolish but innocents are also right. That’s as worthy and evergreen a philosophy as can be put in a book, isn’t it? I think full and capable commitment to this principle qualifies Stevenson as a great artist. Again: there’s something of Mozart to it.


Kidnapped only strengthened my impression that Huckleberry Finn is deeply flawed. What was Twain trying to achieve with his characters if not this? What do Twain’s admirers want to claim for him if not this? But put these authors side by side and tell me which is the more true. Stevenson takes the open-eyed, sensation-hungry worldview of a boy and lets its gaze occasionally pass over glimpses of depth, until a full adult world can be sensed looming; whereas Twain takes the jaundiced worldview of a cynical adult and tries to leaven it with dollops of childlike sensation, retrieved from a jar.


Alan Breck, David’s companion through most of the book, very much stands out as a an author’s subject, a project, a portrait bust. Stevenson set himself the task of painting a man on the page, the way a “high” author like Henry James would — but James would use 10,000 brush strokes and make the reader wait. Stevenson’s technique for character is of a piece with his technique for story: convey whatever a boy would take in, and when he would take it in; no more and no less. The individual strokes may seem broad, theatrical, but the balance of their combined placement is a really fine achievement. Alan’s vanity and resourcefulness and pettiness and generosity, Alan as big brother and Alan as foreigner, etc. etc. Long John Silver is a similar achievement, because he’s a similarly mixed bag, but he’s ultimately a character for Jim to overcome, whereas Alan is a character for David to embrace (with reservations), so his dimensionality is that much more significant to the reader. Television writers ought to study him. They ought to study Stevenson in general. This was “real art in a commercial mode” exactly in the way that the best TV is.

I found the ending very strongly affecting in the emotional truth of its abruptness. No winding down for form’s sake! Stevenson’s sincere feeling for the characters has guided him this far, and as soon as the feeling has crested, the story stops itself because it knows as well as you that what’s done is done. We reach a long-foreseen wistful inevitability… “and so it came to pass, and to yammer on about lesser things now would be in poor taste, so let’s stop.” The final sentences are superb, a hand-closing-the-storybook-at-the-end-of-the-Disney-movie gesture done as well as I can imagine it being done.


I’m sure this all sounds highly enthusiastic, so I must now admit: I probably wouldn’t have had the patience for this book as a child, because of all the time and attention given to Scottish ways and Scottish sights and Scottish lore and Scottish history and Scottish politics and all manner of Scottish color, for which I would have had no framework of interest. And even now it seems to me somewhat to the side of the book’s real strengths.

Plus I continue to find written-out dialect to be an aesthetic error, almost a vice. It’s a trap for writers: when you’re trying to turn human observation into words, it might seem like the purest expression of your art would be accurate transcription of the quirks of how people talk. But, alas, that’s nae the way! Wheesht, man! I cannae tell ye it any clearer! The difference between the narrator’s idiom and the idiom of the characters becomes a conspicuous gap, implicitly skeptical; it can’t help but make the author seem more aloof and the dialogue less immediate, and who needs that?

At least Stevenson’s indulgence is far milder than Twain. And to be fair, given the setting, some dialect was obviously inevitable. My distaste is just for stuff that feels like it goes beyond the inevitable, that excitedly pursues dialect as an end in itself. It’s something for which the printed word is intrinsically ill-suited and so should be handled with appropriate delicacy.


David becomes very ill at least three times, and dangerously exhausted several times as well; there is a definite emphasis on depicting the experience of mentally and physically compromised states. That’s the sort of thing of which Pincher Martin was composed almost exclusively — and I note a striking resemblance, perhaps more than coincidental, between that book and the episode here in which David is stranded on a tiny island (so he believes), sleeping on a stone, battered by the rain, and eating nauseating shellfish to survive.

For our excerpt I’ve decided to go with one of these sorts of passages; it’s the sturdy, eager fascination with hardship that I think is so distinctively healthy about this book. Here’s David immediately after having been konked on the head and, spoiler alert, kidnapped:

I came to myself in darkness, in great pain, bound hand and foot, and deafened by many unfamiliar noises. There sounded in my ears a roaring of water as of a huge mill-dam; the thrashing of heavy sprays, the thundering of the sails, and the shrill cries of seamen. The whole world now heaved giddily up, and now rushed giddily downward; and so sick and hurt was I in body, and my mind so much confounded, that it took me a long while, chasing my thoughts up and down, and ever stunned again by a fresh stab of pain, to realize that I must be lying somewhere bound in the belly of that unlucky ship, and that the wind must have strengthened to a gale. With the clear perception of my plight, there fell upon me a blackness of despair, a horror of remorse at my own folly, and a passion of anger at my uncle, that once more bereft me of my senses.

When I returned again to life, the same uproar, the same confused and violent movements, shook and deafened me; and presently, to my other pains and distresses, there was added the sickness of an unused landsman on the sea. In that time of my adventurous youth, I suffered many hardships; but none that was so crushing to my mind and body, or lit by so few hopes, as these first hours on board the brig.

It’s about suffering and nausea and utter despair, but notice that it’s also about the neverending thrill of sensation. “The thundering of the sails!” In my imagined movie version such stuff was depicted as simply and accurately as possible; no Romantic exaggeration is necessary to find the power in it. Sails really do make that thundering sound, and you really could hear it even if you were lying in a state of pain and terror in the hold.

I take this as a kind of primer on how to experience suffering: with such clarity and vigor that a boy would enjoy reading about it.



All the covers.

CP553, 60¢, ~1971.

First price bump, design unchanged from the original seen above. Once again it seems like the layout had to be reconstructed after the first print run: in the first edition the fellow has more or less white teeth; in all subsequent appearances he has one obviously gold tooth (see below).

Hey, speaking of the fellow with the gold tooth: this is pretty clearly a cover illustration by someone who didn’t read the book. “It’s about pirates, right?” Unscrupulous sailors do appear in Kidnapped, but they’re only in a couple chapters and hardly represent the book as a whole. And they’re just described as run-of-the-mill workaday badmen; they don’t have bandannas or knives in their mouths or gold teeth. They’re not pirates. This cover is, frankly, wrong. Didn’t stop them from using it for 25 years.

Typeface is Century.

006-B
CT744, 75¢, 1974.
CQ881, 95¢, 1976.
CY1035, $1.25, 1978.
CW1194, $1.50, 1979.
??1602, $?.??, ????.

70s branding. Looks like Miss Cross’s copy is one of these.

006-C

CW1754, $1.50, 1982?

The “centered logo” phase.

006-D

CJ1972, $1.95, 1985?
CE2333, $?.??, 1987?
CE2504, $3.95, 1991?

The 80s cover: detail from a painting apparently called North Sea Passage, by one Henry Redmore, an unstoppable producer of this sort of thing. A dull choice but it cannot be denied that there is a ship in this book! To be fair: if you’re restricted to stock artwork, Kidnapped is a pretty tough assignment — there are plenty of enticing paintings of the Scottish highlands, but they’re generally serene and uninhabited, and of course the cover needs to suggest action. A ship on a choppy sea sort of solves the problem. It’s just awfully generic.

Typeface isn’t Ludovico or Zapf Chancery or Catull or El Greco; I can’t figure out what it is. The lowercase “p” is extremely distinctive. Let me know. (I suppose it’s possible that this isn’t from a published font, and is just assembled from a calligraphic alphabet found in some book. But more likely it’s a typeface that never made it to digital and is now effectively defunct. Damn you Macintosh!)

006-E

2768, $3.95, 2000.

With a new introduction by John Seelye

Here they bite the bullet and accept that no stock artwork can better the famous Wyeth illustrations, which entered the public domain in 1988. Certainly this is a wonderful illustration… but maybe not the best choice for a cover. “What’s going on here?” one might well ask. “What kind of character is that guy in the coat and how am I supposed to feel about him?”

Plus Signet has made sure to present it in the least flattering possible context: a yellow parchment texture that makes the painting look washed-out, and a distracting “angled rip” framing that spoils the composition. Presumably the intention is to suggest that an EXCITING PIRATE has whipped out his sword, avast ye!, and SLICED THRILLINGLY through the parchment to reveal this illustration beneath. All that and a little shell design because why not. No, that’s not a logo, it’s just a little shell design. To fill space. That’s all.

The Seelye intro is passably relevant but awfully academic in tone.

Typeface is Baskerville.

006-F

3143, $4.95, 2009.

With a New Afterword by Claire Harman

“Oh what’s that you say? You say we should give it a rest with the pirate stuff? Well just for that we’re gonna put goddamned BLACKBEARD on this cover! Yeah, you heard us! Kidnapped is about BLACKBEARD THE PIRATE now, and there’s nothing you can do about it!”

It’s a near-certainty that they found this painting by typing “pirate” into an image service search engine. Oh well. At least it’s colorful.

Typeface is Windlass. You know, for pirates.