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C Blogs of 08/20/13 + Papers, Gone or Home, Please (with Wrench)


There has been a lot of talk about the morality of Papers, Please. How it makes you an awful person, how you'll learn to stop caring about the little people and identify with the oppressor, the state. It's all true. By the end of your first week guarding the boarder into Arstotzka you'll be completely desensitized to even the most heart wrenching of hard-luck stories, a finger permanently poised on the DETAIN button.

But the devil in to Papers, Please doesn't end there. While the game is masterful at making you a villain, it's the way they do it that's impressive. Little annoyances. Tiny petty things that accumulate and snowball until they turn you into a monster.

Papers, Please is very good at making you flustered. The game is filled with dirty little tricks that pile on the stress. You wouldn't think it, but one of the worst parts of receiving a citation from the faceless and terrifying M.O.A (your Soviet overseers) isn't the idea of landing in a Gulag, or not being able to pay the rent at the end of the day it's those fucking little slips of paper that you can't do anything with. Another piece of clutter on the desk.

As the days stretch on and more and more rules are added, desk space becomes a precious commodity in Papers, Please. With all the changing regulations it just makes sense to have the rule book out on the desk full time. Sure, fine. Then they need you to start screening for wanted criminals, so you need to keep the paper out, or at least the part with the pictures. Eventually the M.O.A demands work passes, entry permits, vaccination documentation, diplomatic seals, and on and on, and this fuck-face needs to be finger printed and that means two more pieces of paper on the desk, and where the hell did I put the key to the gun locker screw it, EVERYBODY GETS DETAINED.

The accumulation of paper work doesn't just make it harder to collaborate all the sundry bits on a rules and regulations level, it makes it literally harder to do your job. Every handwritten note, business card, picture, or brochure a traveller leaves on your desk is just another piece of clutter that makes it harder to do what you need to do. The late addition of a third stamp in the game is infuriating. I cursed the lovely crayon drawing your son makes for you and the family photo your wife sends with you for inspiration, just more cluttery bullshit I had to hury away anytime the Supervisor rolled around, lest I get in trouble for having unapproved ornaments in the workplace. Look, the wife and kid, they mean well, but Jesus Christ just... stop already.

I remember in one of my Criminology classes we studied stress in the police force. In every book I read, in every interview I watched, the police never complained much about violent altercations; the very real possibility that they could be shot on any day during the line of duty never seemed to bother them. But the cheap ballpoint pens in the office that never worked? You could feel the officer's back knot up. They complained about paperwork, swing-shifts, supervisors that told them one thing in the morning and another thing at lunch.

In Papers, Please it's much the same. Terrorist bombings are a pain to deal with, but at least they break up the monotony. It's the chronic day-to-day stuff that really wears you down.

Where Papers, Please is a superb simulator of the steady erosion the daily grind takes on the soul and the million little cuts that inevitably turn us into all the things we claim to hate, Gone Home is the opposite. It's a veritable celebration of the transcendent bliss of the little things. The things, places, moments, and connections that keep us from being crushed under the daily drudgery.

As you explore the Greenbrier homestead you find the debris of several lives. Tucked in-between couch cushions and tucked into messy drawers are all the bits and pieces that make this family tick. Joyous dumb things like hastily written move-lists for Street Fighter, trashy romance novels, boot-leg VHS tapes with sci-fi's and horror flicks recorded in SLP, embarrassing school trophies and self-written motivational notes. Private heartaches, novel ideas crumbled up in the waste-bin, a schedule filled with cancelled plans, and self-help books.

Gone Home probably isn't the game you think it is. It wears a bit of a spooky facade at points, but it's not really a ghost story, the only thing haunting the Greenbrier home is teenage confusion and yearning, the natural strain years put on a marriage, and the tiny victories that keep them going, the happiness they find.

Where Papers, Please crams you into that fast-paced pressure cooker of a boarder checkpoint and piles on scraps and detritus until you can barely breath, Gone Home lets you drift above it, to explore and appreciate every little piece of the Greenbrier family at your leisure. They both deal with families and the minutia that make up their lives, but come at it from entirely different perspectives. I played them back to back left feeling exultant and downtrodden at the same time.

It is a triumph for the industry that either of these games could exist and thrive. The fact that they could be released within a week of each other and both meet critical, and I assume, commercial success is staggering.

* - Trev delivers a two-fisted beat-down on Payday 2, citing a cavalcade of problems and annoyances that suck the fun out of a title that had so much potential. What a bummer.

* - Seph makes a hell of a subject for Everyday Legends new interview series.

A - Yeesh, I gotta assume this is trolling.

A - Bronze Kettle sticks up for the slimebag Youtube commenters and Reddit trolls of the world, because the game industry really does bring all the hate on themselves. God speed little manchild, God speed.

P - ZeroCool is back from the dead with Pop Rocks and a ton of games to talk about!

A - Could Rockstar be the next great fantasy RPG developer? Not as crazy as it may seem at first glance.

A - SongSeven is worried about the direction Bigfest is going. I have to admit, I never even heard of it before reading this blog.

A - A lot of love for Thomas Was Alone and the quirky little rectangles that make up that quirky little world.

C - Burly chest hair coming soon to a Dtoid TF2 server near you.

E - TroyFullbuster is running a charity stream for his school. Check it out and see if you can help.

E - Hey, did you know we have forums! I know, sometimes it's easy to forget. Everyday Legend is hoping to shine a little light on this dark corner of the site with a series of interviews. Neat!

D - A SHUMP game looking for some kickstarter love. Looks like some good bullet hell fun, but in a world with dime-a-dozen XBL SHUMPs and easily downloadable Touhou, I'm not sure what one can expect.

T - The Captain's top ten list gets major props from me for the inclusion of Snake Eater and Simpsons. Bro grabs.

T - A would-be-king is VERY excited about getting his hands on Rome 2: Total War in a few weeks.

R - Our buddy KingSigy finally landed a real reviewing gig... for a game that is almost unplayably bad. Hang in there man.

L - Canning: Is it killing your family?

R - Dye it blue.


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About CblogRecapsone of us since 11:27 PM on 07.02.2008

About Cblog Recaps


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Current "Bloggers Wanted" assignment

Villains that did nothing wrong

Villains in all media, not just video games, can end up being a dime a dozen. Far too often, a villain's motives boil down to "I am a bad, and so I do bad things. Fear me." While this format has worked for countless stories, at this point in my life (the ripe old age of 20) I’ve become jaded and grumpy, finding myself rolling my eyes when I see yet another antagonist wreaking havoc with no background or reasoning presented as to why they’re being such a butthole.

What’s far more interesting to me is when a villain’s motives or actions come across as justified, perhaps leaving you rooting for them to defeat the protagonist [insert Elder God Tier villain meme here].

My favorite example of this would be Meruem from the Chimera Ant arc of Hunter x Hunter. While he doesn’t necessarily fit the exact mold I laid out above, he’s easily one of the most dynamic and curious villains I’ve ever come across. For the sake of not spoiling what is perhaps one of the most exciting, action-packed, and tear-inducing arcs in anime history, I won’t delve into the details of what makes Meruem so great. Instead I encourage anyone who hasn’t seen Hunter x Hunter to set aside some time and plow through the series. Really, it’s that good.

But hey, that’s just how I feel. I’m sure there are folks out there who prefer their villains to be simple. If I ever met one of these theoretical people I might have a panic attack, but I’ll deal with that should the time come. I’m sure after some deep breaths we would get along. Maybe we could even snuggle, should my husband allow such an event to transpire.

All said and done, we arrive at the topic of this month’s Bloggers Wanted: Villains that did nothing wrong. Due to communication errors, this entry in the hallowed halls of Bloggers Wanted is a tad late. Regardless, all you have to do is head over to the Community Blog section of the site, and whip up a Cblog about a villain who you feel was secretly the good guy all along.

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