RE:BIND

Browsing posts from: Catherine Brinegar

Back in 2003, Hideo Kojima helmed a new project; the first non-Metal Gear title since the release of Policenauts in 1994. It was a bizarre spin on the unique properties of a handheld console, taking advantage of its mobility by nestling a photometric light sensor in the game cartridge. It was called Boktai: The Sun Is In Your Hand, a GameBoy Advance title centered around a vampire hunter named Django. It blended the stealth-action many had come to expect from Kojima, but played it against an isometric angle and utilized actual, real-world sunlight as the source to recharge your weaponry.

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Painting has never been something I’ve had much skill with. My attempts have always hedged towards embarrassing, with shaky brushstrokes and deeply flawed translations of the image I have in mind to the canvas in front of me. Nonetheless, I understand the merits of the craft and can appreciate the dedication even a single painting requires of its creator. Every colour carefully chosen to resonate with those around it, shapes drawn just so, layers of iteration and happy accidents synthesizing into one cohesive piece that blooms in front of the viewer; a collage of abstractions that coalesce into beauty.

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Wandering a closed loop of an island, a hidden quest lays scattered about the surreal sights of this lonely mass. Your only choice: poke and prod the surrounds until something happens. Slowly, knowledge is amassed, and a eureka moment strikes! A flurry of activity as disparate elements click together, finally approaching new heights… And plateau. A new challenge lay before you, the culmination of all your epiphanies revealing further unknowns. Will you ever find an escape from this place?

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Trying to summarize an entire decade’s worth of releases is a futile effort; the amount of interactive media dropped for public consumption across ten years is a vast wealth of gems that can’t simply be picked apart for objective “bests,” yet everyone outlet under the sun attempts to wrangle together their picks for some projects that stayed with them over the years.

Following in the footsteps of their Sisyphean task, I’d like to highlight a few titles that resonated with me when I initially played them, and still do in retrospect.

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(Sky: Children of the Light, thatgamecompany 2019)

Games as a Service has been a much discussed experiment established by the AAA industry, one that has been wildly successful. As the arms race of technical advancements forever bloating development budgets races onward and the tightening of development cycle lengths to meet growing profit demands continues, games release at a dizzying flurry that is at once suffocating yet celebratory. Each year, a new pantheon of titles are added to the record, miles of scripts that inspire and renew, or simply experiences that last wordlessly; a breeze of mechanics and flow fusing into a torrent of fleeting endless memories.

“But,” the corporate mind may ask, “how do we make this profitable for us, a massive corporation wielding the labor of hundreds within our hand? How can we ensure consumers will flock to our products and save their purchasing power for more of what we have?”

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Brooke Maggs (@Brooke_Maggs on Twitter), one of the narrative designers on Remedy’s CONTROL (2019)

At PAX West 2019, the RE:BIND team sat down in person with Brooke Maggs of the Remedy Team to chat about the inspirations and stories behind their newest game, CONTROL. We’re thrilled to have had the opportunity to sit down with her and talk about her experiences coming into the project and hashing out the finer details of what makes Remedy’s narrative style so refreshing.

The transcript of our interview follows below.

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It’s become something of an in-joke within the greater games community that Nintendo is not an entity to be trifled with. Between DMCA notices against ROM sites and fangames utilizing their IPs, attempting to tango with the corporate monstrosity has a predictable end. It makes sense from a business perspective: Nintendo doesn’t want anyone marring the oh-so-marketable franchises they’ve produced over the years, and they certainly don’t want anyone accessing their creations without paying for them, regardless of the ability people have to legally play them.

Enter the bootleg. Where demand was not met by the official channels of distribution, pirate groups took it upon themselves to fill the niche. Creating their own cartridges with ripped games implanted, these groups would sell their wares on a black market at a far more affordable price and with a greater selection than typically available in these areas. Naturally, the companies these pirates were profiting off of were none too pleased with their actions.

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I feel sick. It’s my third time in this room, and I still can’t stomach the way it stretches in and out, walls pulsating, music thumping. The drink in my hand is going stale; despite my body’s best efforts to refuse, I down the rest of the swill and push through the crowd of gyrating rats. I think I’m gonna puke. I overhear one passerby shouting to a friend, “A game? A downloadable game?”

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[Content Warning: This piece is pretty gay. Discussion of sex scenes, smoochin’, and how we view gender as a society ensues. Genitals are also discussed.]

Trying to sum up the average college experience always comes across as trite, belittling, or painting in strokes too broad to relate with most folks. For many, it’s the first time away from parents or familiar friends, thrust into a world of responsibility and curiosity. It’s a vulnerable time rife with shameless self-indulgence in an effort to explore the horizons of oneself to understand who you want to be. Ultimately, it’s a life-event that can define a lot of a person’s future for the next several years, and one that is all too often summed up in stoner comedies or coming-of-age dramas intent to approach the topic with nothing more than a navel-gazing story made up of cheap morals and feel-good solutions.

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