internisus

Videogames—seriously.

The Elder Scrolls V Oblivion 2: Fallout Edition

Or: what happened to Bethesda Softworks?  A mystery adventure!

When I was eleven or twelve, my best friend who still plays paintball and Left 4 Dead with me installed a DOS game on my aging 486 because—get this, dude—it has literally thousands of towns and dungeons and shit.  My first experience playing Daggerfall almost resulted in a glorious Fatality as dozens of quarts of blood fled my loins and shot straight into my cerebral cortex, or whichever part of the brain it is in sullen preteen boys who are really too intelligent to like Isaac Asmiov as much as their parents that’s responsible for really, truly believing that they’d like more than anything in the world to live in Middle Earth.

I am paralyzed by this game's ineffable charm.

I am paralyzed by this game's ineffable charm.

Mostly this was because the first dungeon is so labyrinthine and confusing: a big mess of practically unmappable 3D space, it looks like two octopi mating from a bird’s-eye view, and represents a gleeful disregard of 2D norms and an ecstatic, if haphazard, exploration and exploitation of space that characterizes a lot of early 3D games, from Tomb Raider to Warhawk.  No tutorial popups here, and many a Daggerfall neophyte has quit the game in frustration, never to return—defeated by the legendary Privateer’s Hold.  What’s more fantastic?  There really are thousands (or maybe just hundreds, or just a couple hundred, though who am I to count?) of towns and dungeons and shit, even though they’re mostly indistinguishable, aside from the three big capital cities of the game’s twenty or so provinces.  And more fantastic than that?  Every dungeon is more mind-bogglingly complex than the first—and each is unique, though you’d never be able to tell.

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Modern Warfare

A last desperate act.

A last desperate act.

Call of Duty 4: Modern Warfare1 is a game about exactly what it says it is: what it means to be a soldier in the Year of Our Lord 200whenever it came out, 8 probably. For the first time in history, a majority of the people fighting in an honest to God war grew up playing videogames that play at war. The rock solid geniuses over at Infinity Ward have, in response, made the first and only game that really captures the zeitgeist of the Bush Years, probably—hopefully—without realizing it.

The brilliance of MW is that it turns the usual videogame oo-rah power fantasy on its head by subversive measures and actually entertaining gameplay. It stands out best as a contrast to Bioshock, which wore its “lol videogame” on its sleeve and managed not to say anything about anything in the process.

MW is one long series of failures. There can only be one conclusion to draw from the game’s presentation: that violence begets violence.

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