Birds are chirping, flowers are blooming, finals are just around the corner… It’s starting to feel like spring! As a study break today, Hal harnessed the springtime spirit and tried to tidy his room. It wasn’t long before he found his video game console and, well, it’s been months since Hal had time to play a game! But what was supposed to be one level turned into a whole afternoon of accidental gaming.
Hal can’t say he didn’t need the break, but he didn’t intend to take the break either. I think many students are in the same boat. With each passing day we have less energy and focus, so it becomes easier for little breaks to become the rest of the day. We gotta stay strong, though – less than a month left! After that we can all play video games together.
If this is your first week finding us, welcome! Hal is a U-Mich senior trying to get through his last semester. We’re back Tuesdays with updates, but feel free to check out our archive under the Study Hal tag!
It’s officially October and the beginning of spooky season! Whether it’s pumpkin patches, apple cider, warm sweaters, Halloween, or the general atmosphere of spookiness, October has it all. In celebration of my favorite month I’ll be posting strictly spooky hidden gems, ranging from classic horror literature to blood-curling albums and everything in-between. The first entry in this series is the video game Doom from 2016, one of the many games released over the years in the Doom series. Although Doom is recognized in popular culture and has heavily influenced the development of video games, it has been overlooked by a majority of people: most people have never played a game in the series, seen gameplay, or know the plot. Doom 2016 is the best example of everything that the series does right and is already a classic in the gaming community.
I feel like I’ve always known about Doom: that it was taboo, violent, and graphic. I had always been told to stay away from games like that, but as I got older and more into video games, I couldn’t help but be drawn towards the legendary status of the Doom series. I had heard especially profuse praise for the latest entry in the series at the time, Doom 2016; that it was intense, addictive, extremely fun, and incredibly immersive. Needless to say, I felt like it was a game I had to play, and I’m so glad that I did. Doom 2016 has perfected the concept of an addictive, arcade style game that also cares about its art and aesthetic. It’s extremely approachable, regardless of skill level, and immediately fun. Anybody can pick up a controller, start playing, and suddenly realize that they just spent 3 hours slaying demons in order to save the world from a demon invasion, and then keep playing for another 3 hours, it’s that addictive. It’s no accident either; the entire style of the game is a perfect mix between intense fighting, cartoonish enemies, and a good sense of humor. It never takes itself too seriously, which I think is the perfect way to approach a game that features demons and monsters. One of the key reasons that the series has been popular for so long is because it’s the only series that has been able to fill the niche of a fun horror game, and Doom 2016 is the best example of that quality. So although Doom 2016 hasn’t been played by a large majority of people, it is absolutely loved by those who have played it. As one of those people, I can say without a doubt that Doom 2016 a hidden gem.
Video games are undoubtedly a work of art: they combine immersive graphics, impressive design, originally composed music, and complex writing and storytelling to create a cohesive masterpiece. Of course every game is different, and each has its strengths and weaknesses, but overall they’re one of the most unique and interesting ways in which many different art forms can come together. Surprisingly, I had never consciously acknowledged the cinematic qualities of video games, but I always found myself taking screenshots of amazing moments, or lining up the camera in just the right way to show off an impressive view or landscape. It could be argued that I’m a bit overly sentimental, and that’s probably true, but there is something so powerful about a cinematic picture of a great game and the associations that it creates. I’m not the only one that feels this way; many games have even added photo modes, allowing normal players to take stunning pictures in-game and share them with other players, plus the PlayStation 4 has both a snapshot and screen recording feature, testifying to the popularity of saving favorite gaming moments. I find this trend interesting, especially as games get more and more realistic. Is there a potential future where video games become a dominant medium for photography? Is it possible that video game photography could be its own art form? And who gets credit for the artistic value of the photo; the game developers who created it, or the photographer that took it? Regardless, here are some of my own video game photos as inspiration, and perhaps to get you thinking about the artistic value of the medium:
There has been a lot of upset in popular culture recently due to drastic changes in media that a lot of people are nostalgic about. Currently the millennial generation is starting to experience this, specifically referring to the new Sonic the Hedgehog movie, Spongebob Squarepants movie, Scooby Doo movie, and Pokemon games. Personally having been born in 2000, I grew up with these characters and franchises and they found a unique place in my heart and childhood. As time has gone on I’ve grown out of those interests, but I can still appreciate them for their quality and the importance they had on influencing me as a person. Even now I will testify that the first 4 generations of Pokemon games are timeless, and that the classic Scooby Doo movies are iconic due to their quality animation and plots. However, growing up means moving on, and as a result I haven’t kept up to date with a majority of the developments in those franchises. My attitude is simply this: I enjoyed them when I was young, and now it’s the younger generation’s turn to enjoy them, and I can’t blame the companies that have to change to fit this new demographic. However, I’ve recently given this change a lot of thought, and have come to a few conclusion about what it means for my nostalgia.
The new 8th generation Pokemon games that came out earlier this month are especially interesting to me in exploring this question of reconciling change and nostalgia. Before it was released, it was announced that there would be no more National Pokedex, a staple in all of the previous games that allowed you to “catch them all”, the slogan of the entire franchise. The reason for its removal: they didn’t want to make models for all of the Pokemon. Obviously fans were disappointed and rightfully upset; like me, they had grown up playing these games and were used to this important feature of the game. Personally, I haven’t even played a Pokemon game since the 4th generation, and I’ve been a critic of the direction of the series for awhile.
Usually I criticize the declining creativity in creating new Pokemon; they have worse names, concepts, designs, and generally look more and more cartoonish and childish. People might rebuke me and argue that the original Pokemon were even less creative, specifically noting Rattata, a Pokemon that is essentially just a rat. However, I’m quick to point out that at least those designs were consistent and developed a believable and interesting world; compare the 1st generation Pokemon to the 8th generation Pokemon and you wouldn’t recognize them as both being from the same game. The reason for this is obvious to me, and it is simply that the series has aimed to cater to younger and younger children, not to the original fans like me who have grown out of playing the games. This trend is apparent in almost every other franchise that I remember from my childhood. I’ve come to the conclusion that change is inevitable, but I still don’t agree with how these companies tamper with my nostalgia. I wish the new media didn’t reflect so poorly on the franchises as a whole; it’s frankly embarrassing that something I hold in such high nostalgic regard is now ridiculous and childish. All I can really do is ignore the changes and focus on the original art that I fell in love with.
I think a lot of people from any generation can relate to these feelings; almost all franchises that endure undergo changes that break away from the original. A great example of this is the Star Wars movie franchise, which has been added on to drastically, more than 30 years after the original movies came out. It is not uncommon for those who saw the originals when they were young to be nostalgic for them and resent the new direction of the franchise. Many people boycott the new movies, or become harsh critics of them in a way that can ruin it for the younger generation that the new movies are targeted at. Personally, I think it’s unfair that those nostalgic people try to ruin it for everyone else, and that’s why I try to stay out of the debates over my favorite franchises changing. In the end, I’m just happy that I got to experience the golden age of entertainment in my childhood, and I’ll always appreciate the originals and my memories of them.
Continuing the spooky theme with a little comic about my favorite horror game! I don’t want to spoil it too much, but needless to say it’s a really amazing game with an atmosphere like no other.
(This video by Jacob Geller also really hits home why I love this game so much, check it out!)
Journey is an indie video game produced by the small studio “That game company” and was released in March of 2012 on the PlayStation 3, then later updated, refurnished, and brought to the PlayStation 4. I first heard of the game on YouTube in 2012, when I watched Pewdiepie play it from beginning to end. I was blown away by how beautiful it was; it was so rich in color and the soundtrack complemented the game so perfectly, it just felt like something entirely unique. At the time I couldn’t afford to play it myself, although I did download the free demo, to get just a taste of the game’s amazing world. Yesterday I was finally able to buy it for the PlayStation 4, as a reward for finishing the first project in EECS 281, and believe it or not, I already finished playing it. I couldn’t believe how fast it went either; it felt like I had just gotten started, then it was the climax, and then the end credits were rolling and I was divided between disappointment and amazement. It probably only took 3 hours, making a cost of $15 seem a little outrageous, but the quality is so overwhelming and memorable that it really makes up the difference.
The entire time I played I was lost in this strange place, being carried away by this incredible music as I made a long journey from the deserts to the top of a frozen mountain, all as part of some vague quest that is only told through the context of the journey. The style of the game itself is amazing as well; it’s simple, but well-crafted, which makes it completely convincing and immersive. The game isn’t particularly difficult either, because the emphasis is on the length of the journey and the development of the story and the world. Overall, I really loved being able to finally play it, and I think it’s a testament to how quality can triumph over quantity. Any small game studio, or even a single person, can create something great with passion and dedication; the ability to make it large doesn’t affect its ability to be great. I think that’s partly why this game was so unique for its time, and also why I found it so memorable. As games get larger and more complex, games like Journey stand out from the crowd and remind players what they love about truly incredible games.