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RE:BIND

Browsing category: Love Letters From The Editor

Oh dear, 1000 Followers on Twitter. It may not seem like a huge benchmark to many sites, but it is the main metric by which we have measured our work for the past year.

RE:BIND started as a gentle homage to Indie Critique greats of the past decade, and an experiment in alternative media. With the challenges facing indie coverage in today’s industry, we asked what would be the most effective means of adapting to the ever transforming and intimidating landscape:

Finally, we have our answer.

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“And when we tell ourselves we have reached the paroxysm of horror, blood and flouted laws, of poetry which consecrates revolt, we are obliged to advance still further into an endless vertigo.” – The Theater and its Double (Antonin Artaud, 1958).

I wish to swiftly dispose of the formalities, preferably via the edge of the knife, if not the tip of the pen, and thus we begin.

Much has been said of video games and art, are they art, aren’t they art, how can one deny they are so, when do we get our Citizen Kane, when will the medium finally be reified through this endless endeavor to replicate the extrapolative force of The Good Piece of Art that we have decided is all that lends credence to a medium’s creative practices? But let us present an alternative, to eschew the respectability of The Good Piece of Art and instead pursue The Art That Which is Art, to hear the cries for the Citizen Kane and rebuff them with a cry for The Holy Mountain and the Pink Flamingos.

Pictured: Art (Pink Flamingos, 1972)

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Behold, the true face of horror (SOMA)

Horror, a genre known for having as many pitfalls as there are fall-prone protagonists, and one that is notoriously hard to integrate into video games. While there are countless examples of Horror done poorly across all media, games present a slew of challenges very specific to the medium which are far too often not taken into account during development, leading to lackluster Horror title upon lackluster Horror title. This is apparent enough that some commentators have even come to eschew the title of Horror game, opting instead for Horror themed game.

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There’s a lot to be said about the Fallout series, and almost all of it has long-since been said. However there’s one aspect of the series, particularly its first 2 entries, that has been playing on my mind.

War….war never changes.

Far from a cool slogan, this phrase, though oft-misunderstood, helps to frame a larger discussion of games from a critic and developer perspective.

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Preface:

Well, here we are again. There’s been a lot of talk lately about parasocial relationships, the type that we unilaterally form with artists, social media figures, writers, but I like to think that isn’t how you feel about me as a writer. I think that in the reading of this deconstruction there’s an unspoken overlap on some level going on, a trade of understanding. But we’ll get to that, for now let’s take that proverbial last strike of the hammer into Getting Over It With Bennett Foddy.

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Preface:

Well, here we are again, I’m crossing my fingers that most of you made it this far, and I’m glad for each and every one of you who did. I have a lot left to say, and I hope you have a lot left to read, so without too much delay, let’s get right to the second section of our deep dive into Getting Over It with Bennett Foddy.

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Preface:

Getting Over It With Bennett Foddy is a game by the titular Bennett Foddy that was released in the far-gone year of 2017 to much contemporary critical acclaim and analysis. Why then revisit an already well-explored game years after its release? Personally I find it almost poignant to talk about the game as a memory, as an experience that has stuck with you that you find yourself reflecting on years down the road, much as one reflects on tough times, challenges overcome, or mistakes that they’ve made. We engage in this all the time in our lives, and what is art, if not something that seeks in an ephemeral but present way to be part of our life experience?

Now, this article is going to be a long one, it’s not titled Volume I without reason. This isn’t our normal fare, it’s dense and a slow burn, after all this game has a lot to say and I’ll be touching on far less than half of it, but I hope you’ll find it meaningful. So go get some water and settle in, I won’t judge if you can’t finish this in one sitting so don’t feel pressured to, if you need to take a break this article will still be here, and you can pick up right where you left off.

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