-
[Private Wheels] Need for Speed III: Hot Pursuit (1998)
Need for Speed III was released the very next year after its predecessor, and the game’s primary achievements were: a) keeping up with technological advancements in computer graphics; b) saving the series from downfall by correcting the Need for Speed II’s mistakes. The game was highly praised, and the franchise was saved. Again I’d argue…
-
MyHouse.wad is not another gimmicky Doom map with ingenious level design
MyHouse is not another gimmicky Doom map with ingenious level design. It’s an art piece with a strong and effectively delivered message. The message of the importance and complexity of personal exploration, however frightening, dangerous, and challenging it can be. I see it as especially powerful due to its medium of choice—not just a videogame,…
-
[Private Wheels] Need for Speed II (1997)
After the significant success of the debut, the sophomore game in the series, Need for Speed II, was released in 1997 to a somewhat mixed reception. Several technical aspects of the game can be conceived as problematic from the gameplay perspective, but I’d argue that the game’s primary weak point is of symbolic nature. Need…
-
[Private Wheels] The Need for Speed (1994)
Atomized individualism, hierarchal status, Darwinian competition, and petty rebellion—the symbolic realm of a private vehicle, a direct metaphor for neoliberalism. And like neoliberalism, a car is also a prison. But I’m straying away—a car as a prison is less relevant for this text because believe it or not, this article is about videogames.
-
[Cleaning the Backlog] Adios
By the phrase «cinematic experience,» when used in the context of videogames, people usually mean visually appeasing spectacle of destruction or dramatically charged cutscenes. Adios lacks both, yet it’s the most cinematic game I’ve played in a long time. Like Italian neorealism films, the game embraces and utilizes the mundane instead of avoiding it; like…
-
Mass Alienation and Social Atomization in Bloober Team’s Observer
There are several ways you can summarize the plot of the Bloober Team’s Observer. For example, you can say that this is a game about a futuristic cop, played by Rutger Hauer, who chases after a murderous monster in the cyberpunk dystopian setting. This way, Observer reminds us of Split Second—a 1992 sci-fi action flick—not explicitly smart or insightful…