BG44 – The Shameful Joys of Deus Ex: Human Revolutions

Futurismic have my latest Blasphemous Geometries column devoted to Deus Ex: Human Revolutions.

A lot has been made of this game’s boss fights and the myriad niggles and irritations that conspire to make its game-play something of an uphill struggle. I will not deny, this game inspired more rage-quits than any game in recent memory. However, rather than seeing these irritations as products of genre-confusion and outdated game design, I decided to consider these problems as part of the game’s central aesthetic and sub-text. I conclude that, whereas the original Deus Ex games were all about empowering the player, Deus Ex: Human Revolutions is all about claustrophobia, prejudice and being forced into a position of willing servitude:

Taken together, these racial and economic narratives combine to create an almost intolerable atmosphere of disempowerment. Whereas Deus Ex sought to empower its players, Deus Ex: Human Revolution constantly reminds them of how worthless and incompetent they really are. Playing DXHR is like spending an afternoon with a depressed and alcoholic mother who is not only disappointed with what you have made of yourself, but also insistent on letting you know how she feels about your failure as an individual. However, as unpleasant as DXHR can be, it is an intensely enjoyable game. Indeed, the game’s real thematic power lies not in its narratives of disenfranchisement and oppression, but in the fact that it keeps us coming back for more in spite of them.

All too often, reviewers tend to assume that any mechanic that is not fun is broken. I simply could not disagree more, all mechanics tell a story… you just need to open your mind and play the story that the game wants to tell.

BG 21 – Why Moral Choices in Video Games Are No Longer Fun

Another pair of fortnights, another new column!  Futurismic have my 21st Blasphemous Geometries column entitled “The Mechanics of Morality : Why Moral Choices In Video Games Are No Longer Fun”.

It is a little bit longer than my usual BG columns but I felt that I had quite a bit to say about this issue.  I am particularly proud of what I am calling The Clarkson Effect :

In order to be fun, transgressive behaviour requires the existence of a strong moral code to transgress against. However, when the transgressive opinions and behaviour become an accepted and recognised way of being, the behaviour ceases to be transgressive and thereby ceases to be fun.