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About


A self proclaimed professor of survival horror despite only having a BA (Hons) degree in film. Go figure.

Okay, maybe I should write more here but I once did an interview for Law's blog, which explains everything about me.

In the meantime, I'm just a guy who writes about videogame theory and how the medium can achieve better cinematic emulation (while keeping its own indentity). Though, if that's too boring, you can always find something delightfully fluffy in the following:

Gamer Obscura

Gregory Horror Show
Glass Rose
Michigan: Report From Hell
Hellnight
Steambot Chronicles
Chase The Express
The X Files FMV Game
SOS: The Final Escape & Raw Danger
G-Police & G-Police: Weapons of Justice
Koudelka
Friday The 13th: The Computer Game
Hard Edge
DENNIS HOPPER featuring Black Dahlia
Harvester
The Note
The Police Quest Collection
It Came From The Desert
Blade Runner
Men in Black: The Game
Famicom Detective Club Part II
Toonstruck
Ham-Ham Heartbreak

Unsung Heroes

Brad Garrison (Dead Rising)
Jenny Romano (The Darkness)
Cass (Fallout: New Vegas)

Hey, check out these inane ramblings:

The Vague History of UK Videogame TV shows

Part 1 (Bad Influence, Gamesmaster & Games World)
Part 2 (BITS & videoGaiden/consoleVania)
Part 3 (the worst and the future)

The Assimilation of Eastern & Western Horror in Videogames

Part 1 (The Eastern/Western Horror Assimilation)
Part 2 (Interaction and Narrative)
Part 3 (Case Study)

Random

Skip To The End: Max Payne 2
The Lost Idea of An Adventures of Pete & Pete Game
My Unpopular Opinion: I Liked Alone in The Dark 5
Hey BBC! Where's My Doctor Who Game?!
Loving Dr. Chakwas
The 'Fun Simulacrum' of Movie/TV License Games
Why Devs Don't Get The Colonial Marines From Aliens
It's Okay To Like B-Movie Games
Endings That Made Me Cry...Like A Man
Who Do You Trust?
Dancing With Myself
My Unpopular Opinion: Silent Hill 4 Deserved Better
Theme Hospital & The Embarrassing Operation of Old
When It Comes To Noir in Videogames, "It's Chinatown"
My Irreverent & Irrelevant Awards Show 2010
Amateur Bedroom Critics
Sydney Briar is Alive
The Big Gumbo
Alan Wake's Hallowiener Special
...And So I Watch You From Afar

Nostaljourney

Some poor sap let me onto their awesome podcast. These are the horrific results...

Deus Ex
Resident Evil 2
Duke Nukem 3D

Secret Moon Base

They sent me into space for this podcast. There were no survivors...

Fiddling Nightbear

Monthly Musings

I Suck At Games: Stretching My RPGs Out into A Year & A Half Ordeal

Improving Gaming Communities: We Need A Gaming Fonzie

The Future: Laughing At The Past

Something About Sex: It's A Conquest, Not A Catalyst

Alternate Reality: "My other car is a Trotmobile!"

Teh Bias: Starting At The Ground Floor

Groundhog Day: One DeSoto, Two Carefree Owners

Front Page

Nothing Is Sacred: 'It looks like the lock is broken. I can't open it.'

Love/Hate: Shark Jumping Videogame Writers

E for Effort: The Adventures of Mega & Master (A Cautionary Tale)

The Lament of Solitary Antagonistic Horror

2010 Sucked: Why Cing Will Be Unknowingly Missed

Technical Difficulties: Rainbow Six FUBAR

Cass from New Vegas

Honest Endings for Honest Hearts

Growing Old Disgracefully

Thanks for reading!
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Way back in the early 00’s, developers became enamoured with the idea of episodic content. It was a dream everybody could believe in. Well, believe in more than, say, the VR storage system in the Michael Douglas/Demi Moore turkey, Disclosure.

Skip forward to the 10’s, and the dream has become something of a struggle. It’s still alive, but entangled in a conundrum. Its realisation is a stylistic approach, at best.

By now, we’re aware that videogames aim for a visual acceptance through the cinematic portrayal of events, but structurally, they share more in common with long form television shows. Alan Wake has become the poster boy of episodic gaming, with its “TV box set” style. Yet, it’s certainly not the first. As we’ll see, it’s just one example in how television has been increasingly influential, even so far as overtaking cinema, in that area of storytelling.

Whilst developers set their sights on the big screen, strong narrative titles do tend to suffer from a “dead air” syndrome. The length of game, and its need to constantly engage, far surpasses the run time of your average cinematic experience. It cuts off when the player has decided to have enough, rather than when an act, or a break, dictates such actions.

Episodic gaming is a strange beast that, once employed correctly, delivers an intensity that wouldn’t normally be there. A perfect example was having to wait mere weeks for the resolution to Alan Wake’s predicament in The Signal.



Telltale Games have done a decent job with its monthly narratives. Sam & Max: Season One is a far cry from The Devil’s Playhouse, where the later disposed of the tenuously connected mini-adventure format, in favour for the ebb and flow dynamics of one larger arc, peppered with cliff-hangers and call-backs.

The reason why The Devil’s Playhouse works so well, in that regard, is because Telltale Games plan entire seasons, in advance. They dedicate themselves to reworking minor issues, rather than total reinvention; all confined by a monthly deadline.

It’s a balance of feedback and self-imposed restriction; a working approach that was mishandled by the original champions of episodic gaming, Valve.



Seeing the Half Life 2: Episode trilogy as a scheduled series, like The Blair Witch Project before it, probably would have made a huge impact on our gaming habits. Instead, it shook faith in what episodic gaming could achieve.

Episodes wasn’t to be because Valve had approached each instalment as separate entities, influenced by their improvements to the Source Engine. They failed to think like real show-runners; people who have entire seasons planned out before production. Valve gave up on the idea, and reminded us that to emulate outside media, you have to treat your own in a similar fashion.

Luckily for Valve, they’re the popular choice; an ideas factory that gets by on constant innovations. The same can’t be said for Ritual Entertainment’s SiN: Episodes, though.

SiN never had the popularity of Half Life, and to buy into a similar episodic fashion was a risky business. It bombed; not enough people were interested in seeing the vision through to the end. Maybe, David Cage realised such risks, after consolidating his episodic vision for Fahrenheit/Indigo Prophecy into an interactive movie.

It’s hard to test the waters if nobody is willing to take the plunge, but there’s nothing that says developers/publishers can’t treat the selection process like television executives, either. Going back to Telltale’s successes, it was fascinating to see them set up a “pilot season”; the end result being the deliciously surreal Nelson Tethers: Puzzle Agent.

Obviously, the digital domain is the right way to go, and faith on both sides can get a product a long way.



Sony bungled it with Siren: Blood Curse. It had the suitable narrative, but it was never immensely popular. It didn’t help that Sony released the entire game as a hard copy within months; defeating the entire point, and losing face in the process.

BioWare had hopes for building small bridges between larger titles. Yet, they never ran with it after Mass Effect: Bring Down The Sky. Accessibility was probably the major factor; a sequel had to involve everyone, including those who didn’t buy the DLC.

Money does eventually play a big part in how seasons and episodes are formed. After the initial sales figures, Remedy were reluctant to refer to each Alan Wake game as a “season”, but they’re still more than happy to use the medium for their storytelling gains; as we’ve seen with American Nightmare. As it should be, episodic gaming is not solely about buying instalments, but how we assimilate that structure, be it one game or a series.



Episodic gaming works, and not just for the television tie-ins of 24: The Game, Star Trek: 25th Anniversary/Judgement Rites, The X-Files, and Lost: Via Domus.

Deadly Premonition’s narrative plays heavily on shocking conclusions, recaps and “Previously...” montages. Despite being a bad game, Alone in the Dark 5 circumvented its problems with DVD menus. L.A. Noire’s cop drama was akin to Dragnet, or to some, a mini-movie marathon.

It doesn’t even have to end in specific genres, such as survival horror or adventures.

Resonance of Fate is an underrated tactical JRPG that deserved a little more recognition on release. It shares more in common with Cowboy Bebop, Samurai Champloo and Outlaw Star than it ever does with its RPG peers; focusing on characters and relationships in a tightly directed fashion. It shouldn’t work, but it does, railing against the predictable conventions of the epic quest.



There was a time when television played fast and dirty; still does for the majority. Recently, shows become more sophisticated, with an understanding that viewers wanting to invest in more than one-shot tales. It’s now working towards its potential, increasing its advantages over Hollywood.

Video games have taken television’s old mantle. The industry finds itself filling a hole, hungry to prove itself, before it implodes.

Whilst, it’s not a case of following in exact footsteps, or having an all-encompassing outlook for every title (that would be strange), if it strives to understand the beauty of the small screen, and not be strangled by money, then video games might just have a better chance against the critics of narrative, and create better immersions in the process.

And who wouldn’t want to be on the edge of their seat, week in, week out, when that debate gears up?



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Legacy Comments (will be imported soon)


I could seriously dig on some proper episodic gaming. Ending a game on a cliffhanger knowing that in a certain amount of time I get to see how it all plays out would go a long way to keep me interested. You know, I have Resonance of Fate but have yet to take it out of the plastic wrap. I should change that soon. Nice to see you back on the blogs buddy.
I think maybe DLC has taken some of episodic gaming's thunder; I've been playing Dungeon Defenders fairly consistently since last year. There's always new (mostly free) DLC packs every now and again, shit there were 2 this month alone. Okay, there's not much story to them but they still arrive on a better schedule than most episodic games.

Oh and thanks for reminding me the early 00's were ten years ago and making me feel old. Prick.
Oh, SiN. Would you believe I actually bought that game instead of Half-Life back in '98? That's how badly I wanted to see Elexis Sinclaire's polygon boobs. I honestly liked the game, too, though I had no idea what I was missing with Half-Life until a few months later...

Anyway, I also bought the first (and ultimately only) of the SiN Episodes when it came out, but never beat it. (Though Elexis' boobs were once again glorious). Just wasn't a series that aged well.

PS - You and I are still the only two people I know who have 1000/1000 on Via Domus. And for that, I love you :)
Great blog!

I really love the idea of smaller episodes tying major sequels together, like your example of Mass Effect: Bringing down the sky, and what Remedy may be trying to do with American Nightmare – but it is tricky. I'm not sure how you can keep hungry fans fed with meaningful mini-chapters without alienating potential new fans for the next sequel. Still I think it is something worth exploring. If DLC has to be part of a game's profit structure, I would prefer it to be stuff that moves the plot forward and expands the game, not just ridiculous trinkets and costumes.

BTW, thanks for stirring up my guilt over buying Sam & Max but never playing it. Classy man.
STEVIL BLOG! STEVIL BLOG! STEVIL BLOG! WHOOP WHOOP! Once again, it comes down to execution and whether it can be pulled off properly. Regardless, twas a lovely read and have you seen Morgan Page's new music video for Bodywork? Features the ever lovable and adorable Tegan and Sara! ^_^
@Occams: Yeah, I'm taking a big break from the forums, but damn, I come back and find Mr. Blog Manager hasn't bucked up their ideas. Not impressed with the errors that are still there since November.

Anyway, yes, take Resonance of Fate out of the wrapper and give it a spin. It's tough, but it rewards you for paying attention. Plus, it has Nolan North playing, er, Nolan North.

@Ali: Hey, I'm 30 in March. Think how I feel, ya knobber!

You're right, DLC did steal that thunder, in the way it was easier to extend a title's lifespan. I get the feeling most devs just bit off more than they could chew; thinking they could take short-cuts with smaller projects. As we've seen, it's just not the case. I mean, is Sonic 4: Episode 2 an episode or a sequel because of the space between development?

@Dixon: I love how if you type in SiN on Google, the first images you get are of Sinclaire in her dental floss bikini. She also sticks in my mind because fetish model Bianca Beauchamp modelled as her for the Emergence promotions.

Also, I'm pretty sure Zombie Platypus has 1000/1000 on Lost: Via Domus, but he seems to keep silent about it. Hm.

@Wrenchfarm: Yeah, it all boils down to money. You alienate fans who miss out, and you lose future sales. Nobody wants that. I guess that's why Telltale Games make you buy entire seasons, so they get the full amount, even if you don't bother with the rest. I'm fine with that kind payment plan, though. It's pointless buying a random episode.

I really like what they did with American Nightmare, though. There was enough for new fans, and even more for the old fans. Does feel like there's more urgency in the way Remedy wants to explain the series' more complex mysteries.

@Funk: Ha! You've caught a rare Pokemon! Execution is definitely a factor. I think Valve have proven that you can't just make episodic content on the fly. I love them, but damn, I'm always amazed how they failed to get their own idea right. I have no idea who Morgan Page is, but I'm gonna check that out in a minute!
Great blog... though personally I detest the idea of episodic gaming. I just can't help but think of all the wonderful TV series that I spent hours watching only to see them get cancelled - often with no reconcilliation of the plot line. It's like reading a massive book only to find out that someone has ripped out the last chapter!

I don't want to be on the edge of my seat waiting on the next game or next episode... I want each game to tell a complete story. If they want to lightly hint at something coming next, that's fine, but I definitely do not want a cliff hanger with the developers promptly going bankrupt and no resolution. :(

... this is actually one of the reasons I don't watch TV at all now... and instead play games. I know there will be an ending.
I’ve always thought games were more comparable to TV than movies, in terms of pacing, I definitely think games should start taking cues from them. I think the problem is it’s hard to feel satisfied with episodic content, like the developers are holding out on you, Sonic 4 might be an example.

I love that some of the big TV shows are made with their entire season planned out, but I often find that to be their downfall as well, after the first season the main conflict is resolved and the characters have gone through their arcs, so what’s left if there’s a season 2? Like what happened with Heroes, great first season, nothing but bullshit after that. Don’t know if games will have that problem, since everything needs to be a trilogy these days, but....two wrongs don’t make a right I guess?

Assassin’s Creed is the only game I can think of that that happened to, they had a plan laid out but the game did really well so Ubisoft dragged it out and now it’s a victim of its own success. They have this brilliant narrative device with the animus, they could literally set a game at any point in history, and it’s completely wasted. Hell, it could even be perfect for episodic content, smaller self-contained stories set throughout history.

Also I love that while Resonance of Fate has an overarching story, it’s mostly about three people just doing their daily thing, I wish more RPGs would take after it, I’m sick of saving the world.
@Elsa: Ha! I don't blame you. I tend to check if a series has been re-commissioned before watching it. If it hasn't, I go out of my way to convince the missus not to watch it!

I think Telltale Games have proven that by breaking up a larger arc and scheduling each part at the cost of a normal PC game, you can create a mini-series with an ending. But then you have devs like Remedy, who nearly didn't have the chance to create a "second season" for Alan Wake because of bad publishing decisions from Microsoft.

Your apprehension echoes dozens of devs, who probably weighed up the risks and walked away. The puss--Nah, I joke!

@Handy: Yeah, I feel that way with Mass Effect being a trilogy. They could have easily skipped ME2 and had a game of two halves. I discussed this with somebody, where I thought the suicide mission could have been told as a mini-series, with half the characters involved. It would have been a nice way to lead into ME3, too.

Though I haven't played it, I get the feeling Assassin's Creed's Ezio-era could have been told in one/two games. They seemed reluctant to move on from a popular character; one that made them a ton of money from DLC expansions and full-titles.

Yay, another RoF fan. I was late to the party when it was released, but I had so much fun with the characters, the combat, the customisation and like you said, the focus on daily life. Don't ever make me play through Neverland ever again, though!
If we're thinking of games evolving into effective episodic ones along the same lines as TV has, one factor that's going to get in the way is development time. The Walking Dead just took a few month hiatus and it was painful. Imagine if shows you're emotionally invested in took a few month break after every episode. I wonder how much that would change the emotional investment? How much of the appeal is having something new every week, to look forward to?

Ugh, Lost: Via Domus is so bad. SO BAD. I am ashamed to have any achievements from it. You were talking about the voice actors in the X Files game? Yeah, those guys ought to get an award, compared to LVD.

I think one reason your blogs are so well done is your apparently encyclopedic knowledge of a vast variety of games, a thing that also became apparent during the podcast. I can go deep on a few games, but I just don't have the breadth, and what breadth I do have is either mostly forgotten or kind of shallow! These are a real treat to read. Very nicely done.
@Knutaf: Yeah, I didn't articulate myself all that well on the podcast (another rusty moment, caught up in the excitement), so this was kind of a way of getting the rest out in an understandable fashion. Ha!

"Encyclopedic Knowledge" = "Played/Watched a lot of crap!" ;)

It's a tricky format to pull off, and when it works, it's a fun approach to narrative. I guess that's why it frequently pops up in adventure games. It grabs your attention in an otherwise niche market.
I can't wrap my brain around RoF's combat. It makes me feel stupid every time I put it in my PS3. It fucking works and I know it works, then it wants me to twirl through the air like a ballerina and fucking fuck fuck that doesn't translate from my brain to my fingers.
@Mana: Yeah, I was once confused, like you. The idea is to keep making triangles, through crossing paths; make them too big and you won't get extra damage laps, make them to too small and a character will waste their turn or bump into each other. You also have to be careful in using up your hero moves (gets easier once you find the Bezel Shards).

It's a tough system to master, one that requires constant attention, but once you do, it's one of the best in a JRPG. I'd love a prequel/spin-off.
Good piece Stevil, quite informative aswell! :D

I do think it's a shame episodic content didn't really take off the way it was supposed to, I thought maybe Blood Curse would mark the start of us seeing more mainstream episodic games but no; I was also disappointed that Alan Wake only had the two DLC packs and Heavy Rain one, I felt as though both could have told a lot more story than they did with their DLC.

It seems like there'd be a real niche for being able to play a story in installments. Getting a few hours of gameplay from a chapter and having to wait a week or so for the next part of the story, all the while wondering what'll happen next or discussing online with others where you think the game's going - much the way people do with TV shows.

I think the problem has been the industry attitude that games are quite throwaway entertainment, much more so than tv shows are. So they expect gamers won't want to sit down and play through a chapter of a game and wait months for the story to reach it's conclusion, because they know the rest of the industry will have moved on by then - with bigger and better graphics, more explosions on-screen, etc, etc.

Which is a shame, I'd love to see an X-Files-like game centred around a 'monster of the week' premise, or perhaps a detective game where you could buy a new case every week. Perhaps indie games will fill the void in the future somewhat, who knows.

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