All posts by reid

Reid McCarter is a writer and editor based in Toronto. His work has appeared at AV Club, GQ, Kill Screen, Paste, VICE, and Playboy. He is also co-editor of SHOOTER and Bullet Points Monthly, runs Digital Love Child, and tweets @reidmccarter.

Everquest: You Can’t Go Home Again

If you were to ask me which video game I’ve played the most, I’d have to answer Everquest. It would be with a hint of embarrassment, like you just caught me in a devious trap. Everquest: that most reviled of video games, that most hated of subjects. You could probably find someone who claims Everquest ruined videogames, and you can definitely find people who say Everquest ruined their lives.
I loved it with a passion reserved for only my favorite games, though. It’s the game that most irrevocably shaped my gaming opinions. Its best feature was how it absolutely didn’t give a shit about you, and how that opened up possibilities: removed from the spotlight that younger sibling World of Warcraft would thrust on you, you were free to develop yourself, develop your story.

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Renegade Ops or; Blowing Shit Up: The Game

Developers spend a lot of time trying to make things as pretty as possible in videogames and sometimes that effort kind of misses the point. While fantastic visuals are easy to talk about in a preview or review — and translate well to short promotional videos and screenshots — they aren’t nearly as important as how a game actually feels. So subjective, but so important, the minute details of play contribute much more to how enjoyable a title is than any breathtaking vista or lovingly animated character.

Describing how this works is difficult (unless, I suppose, you create your own critical vocabulary), but is well worth the effort. It’s also essential that critics of any stripe point out good examples of videogames that just plain feel good to play.

This, I think, is the best way to start talking about Renegade Ops.

Continue reading Renegade Ops or; Blowing Shit Up: The Game

What Kind of Adventure Can We Have Now?

My Twitter feed this week has pretty much transformed into a Double Fine IV drip. Each day has given me a steady supply of information on the studio, first regarding Minecraft developer Markus “Notch” Persson offering to fund a Psychonauts sequel, and second, a Kickstarter campaign designed to let users fund a new, traditional adventure game. While the former development is currently being hashed out in private (or may be dead? I don’t know), the latter has reached a very public conclusion less than a day after its appearance: Double Fine will be making an adventure game again.

All of this begs the question of what kind of place a new entry to the antiquated genre — even one developed by some of the masters of the form — would have in today’s climate?

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Isaac Unbound

So here I am. Again. Judas in Sheol (that’s Hell), all his stats maxed, more than half a dozen hearts, enough followers to make Jesus blush. And here I go, dead in four rooms due to sheer, dumb luck. This time I’m killed by a floating eyeball leech, one that explodes. This was a statistically unlikely occurrence: the room had four Knights with Isaac’s face on the back, too, and a betting man would have put it to one of them to kill me.

Dead, killed by some strange monster in a horrible basement, there’s only one thing left for me to do: restart and try again. That is the nature of the genre.

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The Saboteur: What’s With All the Tits?

I love a good boob as much as most (I even love a bad boob if it’s got character), but there are other things in the world that I can love as well. For example, avocados are nice. Let us also not forget the pleasure one gets from a game of badminton. All these are things that can get a rise out of me. However, if I were to ready myself for a tasty avocado treat and it was just an avocado — I’m talking just an avocado — I wouldn’t be upset (I don’t think) by its lack of cleavage. Indeed, it might make me suspicious if it did. “Where’d this avocado get these boobs?” I’d ask.

What I’m trying to say is I was just playing the game The Saboteur on my PS3.

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Space Giraffe: The Final Frontier

What is the defining feature of Super Mario Brothers? Not in the boring terms of cultural cachet, but in the actually interesting terms of game design? What is it that sets SMB apart? We talk and wave our hands about, and mumble words of “gameplay” and “level design”, but what is the core, the glue, the absolute center around which they revolve? Does such a center even exist?

I propose that it does, and that it has a real name: Clear Visual Language.

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Welcome to Erf: X-COM: UFO Defense

Michael Campagnaro and I sat down to play an hour of X-COM: UFO Defense, the 1994 alien invasion cult classic for PC. The point of it was to kick off a Let’s Try to Understand series with a game that neither of us had played and know little about, but that has many devoted fans. Because X-COM is a unique brand of strategy and because it was designed 18 years ago, it seemed like a good choice. We strapped on our tinfoil hats and settled into our commander’s chairs in an attempt to fumble our way through saving the world, reconvening one hour later to talk out the trauma of intergalactic warfare as conducted by total newcomers.

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Impressionable: Warlock: Master of the Arcane: Semicolon

I’d argue that strategy games appeal to a lot of people for one pretty simple reason: they allow their audience to play god in a way that other genres don’t. Ino-Co Plus, developers of the forthcoming (impenetrably named) Warlock: Master of the Arcane get this. They know that the person sitting at their computer, ordering tiny little armies to wage war and tiny little builders to construct settlements is attempting to exert control over some part of their lives, that their careful forethought and desire for virtual conquest stems from the need to own something, no matter how intangible that something may be.

That, or I just have the pessimistic view that everyone in the world is a megalomaniac.

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The Word of God Hand

Put simply, God Hand is the reason I stopped liking videogames. But that doesn’t even come close to reaching my editor’s Demanded Word Count™!


A Big Thing with videogames these days is difficulty. Difficulty is an especially poorly explored topic, because most videogame critics and designers+ suck at videogames++, and ESPECIALLY at videogames that have Actual Difficulty. Actual Difficulty is a unique beast; it doesn’t rely on memorization, or on setting you back far from where you were+++. It relies on intricate patterns, robust interactions, and strong knowledge of the underlying system mechanics. Actual Difficulty arises solely from strong design, constant testing, and the type of genius that only years of experience can create.

God Hand has more Actual Difficulty in the first level than most designers can fit into their entire game, and all of it comes from constantly varied scenarios that require a mastery of the absurdly robust combat engine Clover Studios birthed.

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So You’re Going to Die in Tokyo: Devil Survivor

The Shin Megami Tensei series is unique in that it combines the common tropes of Young Adult literature with something only video games are capable of: it places the player in a situation and asks them what they want to do. Some of the series’ games tend strongly towards the mundane (Persona) while others go off the deep end (Nocturne), but they all feature regular people in insane realities.

Devil Survivor, though, manages to blend the tropes of YA post-apocalyptic literature and the Megami Tensei series’ twisted view of the mundane.  You embody a normal high school kid, and the game tells you demons are real, the city of Tokyo is locked down, and you’re going to die tomorrow. It tells you that and watches how you react.

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