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  • Don't Push Me 'Cause I'm Close to the Edge, Or, Why Mockery of Indie Games is Merely Proof of its Growing Importance

    N'Gai Croal | Oct 2, 2007 12:15 AM
    Braid, by Jonathan Blow

    First they ignore you, then they ridicule you, then they fight you, then you win.
    --Mahatma Gandhi

    Would it be juvenile of us to point out that a signpost along the way to a medium's maturization is the almost-but-not-entirely-silly battling over issues like authenticity, selling out, pretentiousness and the like? (The "are games art?" debate is part of this as well, but having expended many pixels on that subject, we'll leave that alone for now.) Think of Pauline Kael and Andrew Sarris' duels over auteur theory. The Sundance-and-Miramax fueled mid-'80s to mid-90's boom of indie film calcifying into Indiewood and the cinematic equivalent of the well-made play. Nirvana and Pearl Jam, agonizing in their heyday over the prospect of selling out; later, 50 Cent out-gangsta-ing his spiritual progenitor, Ja Rule, into Billboard oblivion. And today, AAA games vs. casual games; real games vs. non-games; and mainstream games vs. indie games. These battles over definitions and canonology wax and wane, with motivated audiences chiming in as they see fit. And while much of it is merely sound and fury, we come to games in part from a comparative media perspective, so we nevertheless find these exchanges interesting.

    One such exchange took place last week on the blog Sexy Videogameland. In a post titled "Indie is the New Popular," blogger Leigh Alexander expressed both her affection for and her confusion by certain independently created videogames, saying:

    Indie games are great. Like in our sister industries, film, music and literature, a selection populated solely by mainstream blockbusters orchestrated by Death Star companies is a dull one indeed. Fortunately, console developers are acknowledging the tiny little art projects of independent developers and realizing them, giving us a new wave of the future in terms of selection and creativity on offer.

    Perhaps predictably, there is, as with those other industries, a hipster sort of culture emerging around indie games--if you listen to bands no one's ever heard of, why not play games no one's ever heard of, too? Then, when those games finally get their booth at a big game show and the jaws of the media and the culture alike hang open at the simplicity, the beauty, the innovation on display, you can scoff, flip your hair, and proclaim you already played it, and now you're just so glad this tiny team--or, even better, this heroic one-man show -- is getting the recognition he or she deserves.

    After all, some of these less heard-of games are damn good. But, at risk of showing my unsophistication here, I must admit some of them make me feel like the hayseed who wanders into MoMA and stares, perplexed, at the often odd experiments on exhibit. Like, I know that Jenova Chen's fl0w is great. But, you know, I didn't really get it.

    Not everyone was amused.

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  • Things You May Have Missed: In Which We Helpfully Redesign Nintendo's Wii Remote to Optimize it for Metroid Prime 3: Corruption

    N'Gai Croal | Oct 2, 2007 12:10 AM
    Level Up's reimagined Wii remote. Note the placement of the "+" and "-" buttons

    Does reading Level Up sometimes feel like drinking water from a fire hose? Or surfing a tsunami? Does it ever give you the sensation that you've been buried under an avalanche of words, words, words? Yes, we know that the dizzying length of certain Level Up posts can read more like a manifesto or a jeremiad than a blog entry. For you, we offer the occasional feature "Things You May Have Missed," which will cull compelling excerpts from our more voluminous posts.

    Today's entry comes from the September 17th-20th edition of our Vs. Mode exchange with MTV News reporter Stephen Totilo, wherein we discussed the games BioShock and Metroid Prime 3: Corruption. During our email conversation, Totilo asked us what we thought of the controls for the Wii-exclusive Metroid Prime 3. As part of our response, we suggested that Nintendo should have shipped the game with a remote built specifically for it, and could have also served as the optimal peripheral for all first-person shooters on the Wii. We've included above, for the first time, a depiction of our redesigned Wiimote to help illustrate the argument we made last month.

    To read our summary, click on the link below. 

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  • Postcards From the Edge: Destructoid Editor-in-Chief Nick Chester's First Kill In Halo 3

    N'Gai Croal | Oct 2, 2007 12:07 AM

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  • Postcards From the Edge: Shacknews Editor-in-Chief Chris Remo's First Kill In Halo 3

    N'Gai Croal | Oct 2, 2007 12:05 AM

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  • Postcards From the Edge: Ars Technica Gaming Editor Ben Kuchera's First Kill In Halo 3

    N'Gai Croal | Oct 2, 2007 12:03 AM

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  • Level Up's Top Seven Gaming Tidbits for Oct 2nd, 2007

    N'Gai Croal | Oct 2, 2007 12:01 AM
    1. BUN...gie exiting Microsoft, says rumor mill 
    2. HMM..Hentai games, explored by G4
    3. BOO...Lazy journalism, excoriated
    4. BUN...gie on level design and A.I.
    5. OUT...sourcing's ethics, considered
    6. LOC...o Roco dev explains new game
    7. RND...The definitive "Blade Runner"
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