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The Illusion of Free Will: On "Bandersnatch" and Interactive Fiction

After seven years, four seasons, eighteen episodes and two specials, the conversation around Black Mirror seems to have settled itself into distinct camps. There are those who see it as a meaningful commentary on the growing role of technology in modern society and the pitfalls of our growing dependence on it. And there are those who decry it as a cynical, reflexively anti-tech exercise in nastiness. I tend to think of myself as falling between the two extremes—there are a lot of ideas in Black Mirror that I find interesting and unique, especially when it comes to the intersection of technology and capitalism; but I often feel as if many of them have happened largely by accident. The show's latest foray, however, the interactive movie "Bandersnatch", written by series creator Charlie Brooker and directed by David Slade, has shaken my indulgence. Not only does it revel in some of Black Mirror 's worst excesses, it's also an extremely bad example of interactive fi...

A Political History of the Future: Tacoma at Lawyers, Guns & Money

My latest Political History of the Future column discusses Tacoma , the follow-up to Fullbright's paradigm-busting exploration game Gone Home (see my review here ).   Tacoma takes a very different approach from Gone Home 's 90s-set domestic drama.  It puts us in the head of Amy, a salvage specialist in 2088 dispatched to the titular space station, to discover what catastrophe caused the crew to evacuate, and how they responded to it.  So far, so familiar, but as in Gone Home , Tacoma plays with our genre expectations, approaching its premise with a refreshing lack of melodrama or sensationalism, and exploring the human connections formed on the station, and how the disaster affects them.  It also, as I write in my column, gives us a panoramic view of life in this late 21st century future, where corporations have even more power than they currently do, and people find their lives, relationships, and happiness held hostage to the whims of a company's bottom line. ...

Night in the Woods

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You've probably heard about Night in the Woods even if you haven't played it, or have only a vague idea what it is.  Released by indie studio Infinite Fall last year after a highly-successful kickstarter campaign, the game, an adventure-slash-ghost-story starring anthropomorphic animals who live in a dying Rust Belt town, is an irresistible combination of cute and spooky.  Its story, in which twenty-year-old college dropout Mae returns to her home of Possum Springs, reconnects with her friends and family, and slowly begins to realize that there are dark doings afoot, seems designed to appeal to a certain type of young fan, with its themes of early-adulthood aimlessness, coming of age, and mental illness.  Graphics from the game have been cropping up on my twitter feed and tumblr dash for months, almost instantly iconic due to the game's simple yet evocative (and expertly-executed) design.  What surprised me, however, when I finished the game last week and went lo...

The Kids Are All Right: Thoughts on Gone Home

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I'm pretty far from what you might call an avid gamer (games I've played in the last five years: Portal , Machinarium , Tales of Monkey Island , Botanicula , and, uh, that's it; I still haven't gotten around to Portal 2 ), but even I couldn't miss the attention paid to The Fullbright Company's Gone Home .  Part of the reason that I ended up playing Gone Home --aside from the fact that it doesn't require shooting anyone or terrific hand-eye coordination--was that it was a game that people seemed to be seriously discussing and debating .  Having played the game myself, however, I found my own eagerness to join the conversation curtailed by this blog's spoiler policy.  Which is: a) that I don't have one, b) that I am sick and tired of the way that the word spoiler has been allowed to control and denature the discussion of pop culture, and c) that any worthwhile piece of fiction is one that can't be "spoiled" by knowing what happens in it. ...

Myst V: End of Ages: Very Scattered Thoughts

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In a word: no. Just... just no. Can we pretend this game never happened? Can we? Please? The plot in a nutshell: Atrus' daughter Yeesha, previously seen as a bouncing, apple-cheeked cherub in Myst III: Exile , and more recently as a hilariously wooden young actress in Myst IV: Revelations , is all grown up, and has the facial tattoos and pretentious inner turmoil to prove it. She's also bugshit crazy but, surprisingly enough, not a homicidal maniac, which puts her ahead of the curve when it comes to her family. Yeesha and another D'ni survivor, Esher, send you on a dimly understood quest through the remains of the D'ni city and four other ages to collect four artifacts (the Slates) which will in turn release a fifth one--the fabulously powerful Tablet (not that we ever see even a hint of its power). The whole thing is very vague, and there are also some kind of alien creatures who respond to the Slates and the Tablet. In the end, you have to decide what to do with t...

Myst V Demo, Reevaluated

A brief review of Myst forums reveals that I was wrong about a lot of things in my previous review of the demo. The Slate is used during the demo. Details that I had assumed were extraneous, such as the D'ni numbers and the symbols they correlated to, turn out to be vitally important. In fact, as it turns out I failed to make all but the most basic connections when I played the demo. And yet, I managed to solve the puzzle and get to the demo's end, simply by using a brute force approach. There are four revolving pedestals with eight symbols on each one, each affecting a different door. It's not a combination lock, so it takes less than 32 attempts to find the right symbols. Which right there forces me to reevaluate the entire puzzle. You're not supposed to be able to crack a Myst puzzle by trying all the possible combinations, and one of the most important things a puzzle designer has to keep in mind is that as long as the number of combinations isn't prohibitive...

Myst V: End of Ages Demo

(Available from Macgamefiles.com . The demo weighs in at 457 MB and is available only for Macintosh. The game's official site also contains a trailer and screenshots.) The first thing you always say about a Myst game is that the graphics are lovely, which, of course, they are. When it released the demo for Myst IV: Revelation , Ubisoft sacrificed image resolution in order to keep the file under a certain size, to the horror and concern of fans. It's good to see that they've learned their lesson, even if the result is a gigantic file that not everyone will be able to download. Beautiful as the game world is, however, I'm not certain about its Myst -ishness. Myst worlds are painstakingly detailed: whether it's indoors, where every surface is covered with books, scraps of paper that have been doodled on, pens, scientific implements, oddly shaped rocks, bits of string, pictures of loved ones, and even desk toys, or outdoors, where every bush, rock and blade of gr...

Careful, He's Educated or, Thoughts Prompted By a Computer Game

I played a lot of computer games as a kid, but the ones that I've kept playing are the Myst games. Commonly known as a game for non-gamers, Myst is brilliantly minimallistic. No cumbersome inventory management, no labored backstory, no complicated interface. Most importantly, Myst has a good story. I adored it as a young teenager, when it occupied my mind from morning till night for more than a month. Its sequel, Riven , was the Empire Strikes Back to Myst 's Star Wars --a wider world full of tougher puzzles with a more interesting story that ended in several intriguing ways, not all of them complete losses or wins. The series has persisted to the present day, with two sequels ( Myst III: Exile and Myst IV: Revelation ) and a related game originally intended as a multi-player environment ( Uru ). A fifth and final installment is scheduled for release this fall. All Myst games revolve around Atrus, one of the few survivors of a highly advanced civilization called the D...