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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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Stevil
2:36 PM on 10.05.2010



If you’ve seen the recent trailers for Atlus’ forthcoming Catherine and think you’re a cultured person, then you’ve probably picked on the similarities it shares with the existential works of Haruki Murkami. It’s hardly a stretch to make comparisons between the disconnected protagonist and his mundane world being invaded by a surrealist presence with a novel like The Wild Sheep Chase.

Oh, and the appearance of ‘sheep men’ couldn’t hurt that claim either.

Murakami’s influence has seemingly increased in Eastern videogames in the last decade. His literary worlds of urban quests, self-discovery investigations and distant observations all pop up as minor elements in videogames like Silent Hill 2 and Persona 4. Those different realities that are accessed through use of television or a simple hole can be pinpointed to After Dark, Dance Dance Dance and The Wind-up Bird Chronicle.

This is all theoretical on my part though. Researching any kind of influence the writer has had on videogames is hard to come by. Still, it’s not hard to imagine that a famous writer can influence plot driven videogames.



Murakami is not the definitive article, but he is one of the few names is being name-checked, in the same way as Stephen King or Mark Z. Danielewski, when it comes to recent horror titles. Maybe, it’s a sign that developers are realising that they’re getting more out of emulating literature rather than cherry picking cinematic moments.

Then again, it’s cynically tough to give them that kind of due credit.

In previous pieces, there’s always been a personal dissatisfaction with the way videogame developers completely misunderstand what they’re reinterpreting. Though when those surprisingly concise narrative elements do shine through, is it because of cinematic emulation or literal influence?

With a movie, you participate as a passive voyeur. While you process and understand the narrative, you can’t take a break from the motions. It’s the opposite kind of pace for literature. You are able to stop at a page, paragraph or line and take the time to understand the complexities. It’s impossible to randomly choose a scene, read it and visualise everything without the information it has been built from.

You, as an engaged reader, has to think to progress.



Yet, how often do we even notice these literal influences if we’re more concerned about a scene’s portrayal?

Bully had a superb story that played out like an extreme version of The Catcher in the Rye; with Jimmy Hopkins acting as a modern day Holden Caulfield. Even the developers couldn’t help but put in an optional deerstalker hat for you to wear, in case you missed the references. Unfortunately, title controversy overshadowed plot allusions to the point, where the former is discussed more than the latter.

Silent Hill 4: The Room has one of the strongest plots in the series, one that uses Ryu (no relation) Murakami’s Coin Locker Babies as a basis, but is more remembered for a rushed second half. The plot was questioning the trappings of urbanites and what it is to give life to something as nihilistically inanimate as an apartment room. Well, if many preferred to complain about why there’s an increase in melee combat, that’s perfectly acceptable too. You’re paying for enjoyable interaction, after all.

Sadly, it doesn’t help highlight stronger narratives that can be examined and refined. In fact, very rarely do videogame sites discuss narrative beyond the mis-en-scene. Look at the recent news articles on Enslaved: Odyssey to the West.



Much talk is made of screen writer Alex Garland and sometimes about how a Hollywood writer is working on a videogame, thus helping the medium gain acceptance. Virtually nobody talks about how Enslaved is a re-imagining of Journey of the West (beyond the obligatory name-check) and how that translation of its universal ideas works out for a Western audience.

Is literature really not that important enough for page hits?

Does it just cement the stereotype that gamers don’t like to read?

Considering the various responses to Destructoid’s recent competition, this simply cannot be the case.

Sure, there’s the reference to it and the odd pop culture joke about Monkey Magic, but there’s very little in the discussion of interpretation. Make a search and you’ll find its one line at best, probably because the writer doesn’t knows little about the source material.

Not that anyone should be pretentiously admonished for a lack of culture.



If you have the time to think about it, your favourite videogames stories have probably been derived from literature. Personally, one of the best games of the year, Alan Wake, wore its heart (naively) on its sleeve; another potential sign of where developers have been trying out new avenues.

You can’t turn a book into a game, but you can sit there, digest the ideas, before assimilating those elements into your own. The sarcastically shocking thing is, by taking the time to look at the parallels and seeing if they fit together, you’re already halfway to making a great videogame idea. It certainly worked for Call of Cthulhu: Dark Corners of the Earth and almost every Tom Clancy game known to man.

If celluloid learned the basics of narrative from the written word, then maybe that’s what videogames should be learning from too. Then again, it is easier and more profitable to rip-off that scene from that movie you saw once, you know, for no other reason than it looks good in HD.



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I read a lot...usually at least one book a week, often more (I just finished The Girl with the Dragon Tatoo). I read everything from Harlequin Romances to the normal thrillers/mysteries by Koontz, Reichs, Sandford, etc... then more philosophical authors like Ayn Rand or Richard Bach... to sci fi/fantasy from Donaldson, Piers Anthony, and the classics Clark, Adams, Bradbury, Asimov, Herbert, etc.

I don't think that books have anything to do with games. It's very, very rare that even a movie can give life to a book - in general, the book is ALWAYS better than the movie. I think that games are such an interactive medium that rather than using "authors" they need to create their own class of writers. I think that one of the mistakes video games use is in trying to adapt the written word to an interactive game - they need to create something totally new, something totally different. Dragon Age is a good example in the various romance lines - something that couldn't be done in a book.

I don't want a book when I play a game (otherwise I would read a book) - I want a new experience and I think that a new genre of writer is needed for this. These people have to be familiar with gaming and have to be able to deal with branching story lines that form a cohesive whole... they have to create an interactive story line and not a narrative. It should be an "experience" that brings together the basic plot, the visuals and the decisions/actions of the gamer.

I don't know if I'm saying this right, but I think that video game writing is a skill and talent all on it's own that has little if anything to do with books.
And surprisingly enough, most movies derive from literature as well. So it's a vicious circle in the end, you'll be playing a game, that is derived from a movie, that was adapted from a play, who originated as a book.


Awesome blog!
MONEKY MAAAGIC. COME ON MONKEY!

Murakami is one of my favorite authors. I actually just a 20 minute presentation about him for a writing class. Shit I am excited for Catherine.
Pish, I read books too you know. Sure, they’re not deep psychological horrors. And sure, the one I’m reading now opens with one character writing a song about lesbians called “Brokeback Fountain” but we’re not all geniuses okay.

.........It’s not like I’m writing this because I feel inadequate or anything.
@Elsa: I know where you're coming from. Videogames should be their own thing, rather than follow the leader. Don't get me wrong, I'm not saying videogames should copy books to the letter, just that developers need to stop jumping ahead with the writing process by looking at the fundamentals. It's like GCSE English (or whatever the Canadian equivalent is).

Of course, like with that Alex Garland interview, they have to write around instructions and set-pieces for the player and that is indeed a whole new skill that you can't gleam from your average novel. Much like the whole "tell a story without cutscenes" idea that Valve utilises on a regular basis or the way Hotel Dusk branches out, then folds back in to a linear chapter conclusion.

Like I said with Kraid's last blog, I'd love to just sit on a script meeting and see what happens. Speaking of which...

@Kraid: You forgot about the musical adaptation too!

@Mooks: Ah, someone who understands what the hell Monkey Magic was. I've seen that presentation on YouTube, but the sound was pretty poor and I gave up on it. I kinda don't want to spoil the magic either. Fingers crossed about Catherine too.

@Handy: I HAVE READ MANY BOOKS AND MADE COUNTLESS EXPERIMENTS! ;)
I agree with you that if developers purposefully use a book as a direct influence that parallels the story than they should follow through and not half ass it. On the other hand, if they want the image of the novel, the atmosphere, and overall feel of the work in question rather than a direct parallel narrative wise, than that's okay too.

I think No More Heroes had that Reservoir Dogs feel without you saying you could compare it to Reservoir Dogs.....well...maybe....

Also Catherine is a thing I'm looking for, I'm currently re-reading A Wild Sheep Chase for a class.
Haha I typo'd in a most grievous way.

I did a 20 minute presentation for a class based on Murakami. We were told to pick an author we loved and explain why. It went very well I believe.

But now I'm curious about this one you were mentioning lol.
@Elsa

I generally agree with what you said, that videogames require their own set of writing, however I think that video game writers could learn a lot about pacing and characterization from novels. The length of a videogame even a short one at say 7 hours shares a lot more in common with the experience of reading a book than watching a movie.

There is more time to focus on the characters and add some extra layers of complexity to the proceedings. One can also pause and think while playing a game. I wish that all this extra time would lead to better developed characters, and interesting plots. I also don't want a bunch of cutscenes, and I also appreciate just getting lost in an online shooter for hours on end. I'm just referring to games that wish to tell a story.
Sorry for the double post. After re-reading my previous comment I've realized that my brain is fried from work.

To summarize: Videogame writers need to develop their own language and not rely on what was done previously in movies i.e cutscenes, or books i.e text heavy exposition. However, they could learn from the characterization and pacing of novels as they are similar in length and both in my opinion offer an equally immersive experience.
I actually just picked up In The Miso soup by Murakami but I've not read it yet. Koji Suzuki and Natsuo Kirino are really good too.
Can't think of anything to say, but I will smile and fap like a sheep. Dancing may be involved.
Harry Potter and the Order of the Phoenix killed books for me. But I read this blog and proceeded to fap. Good stuff.
I never learnt how ta read :(
I read a lot more graphic novels than I do plain ol' books. Sometimes I think this is due to my shortened attention span, other days I think I'm still learning and growing my brain parts. Last book I read was John Waters' Role Models which was pretty damn awesome. I figure as long as I'm reading something other than a copy of People magazine, I'm doing ok.

Oh, I picked up Hard-Boiled Wonderland and the End of the World at a thrift store because I remember your praise of the guy. It's good so far.

Ever read any Yukio Mishima? He's the shit, or as the kids call it, the shiz-nit.

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