Showing posts with label gay. Show all posts
Showing posts with label gay. Show all posts

Sunday, February 5, 2012

Zeldas

I've recently been playing and enjoying Skyward Sword, the latest entrant in the Legend of Zelda franchise. And while the gameplay and story and all deserves its own writeup, this review looks at the titular sometimes heroine/sometimes captive that is Zelda.  This look back is spurred by one very noticeable distinction of the newest Zelda.

BANGS.

BANGS.  BANGS.  BANGS.

It isn't as though she is ugly per se - in fact, the half-Twilight Princess/half-Wind Waker blend of realism and cell shading really comes off nicely.  But it's hard to take her seriously with the yellow bangs threatening to suddenly transpose this kindly spirit maiden into a hanger-on for an 80s rock band called The Gorons, singing along to their one-hit-wonder power ballad: You Hookshot My Heart.

Tuesday, October 11, 2011

National Coming Out Day



Here we are again, October 11th: National Coming Out Day.  It should surprise no long-time readers that I am of the 'mo persuasion (short for homo, which is short for homosexual), least of all that I carry crushes for video game characters and developers across gaming spectrums (Megaman, Varric, Nathan Drake, the developer of the Trism iPhone app, for some quick examples).  For some, however, the thought of being ashamed or embarrassed to identify as gay, lesbian, bisexual, transgender, or queer (which I will conveniently use as an umbrella term to represent all other gender/sexual orientations) can be an overwhelming experience.

Things might be (societally) a whole lot better now than they were when I came out a decade ago, but individual experiences, environments, and struggles remain too variable for me to say: "oh you new gay kids have it so much easier." 

Video games were always a resoruce for me when I was feeling uncomfortable in my identity (whether of sexual orientation or other adolescent development areas).  It was great because these games allowed me to role-play a different identity, determining values for a virtual manifestation of myself.  Also, you know - the sheer entertainment. 

When I was coming out, my games of choice were Final Fantasy VII & VIII & Tactics, and The Legend of Zelda: The Ocarina of Time.  It's like a psychologist's wet dream really, since each of these titles deal with super-imposed battles of good and evil and striving to define the hero's identity (except for Ocarina, which was about fishing minigames).  In my defense, console game-writing hadn't evolved to a point of creating more complex writing scenarios like a battle between a filandering protagonist and a demonic representation of his girlfriend's vagina.

Saturday, May 14, 2011

Dragon Age II

I wish I could review Dragon Age II without putting up a spoiler-alert, but it's nearly impossible to capture the awesomeness I had for the game without going into at least some of its incredibly detailed story.  So if you want a spoiler-free, TL;DR version, here it is:  this game was fucking awesome and I'm a little upset that it was so awesome because I was borrowing it from a friend and now I have to buy it instead of buying groceries.


First of all, a non-spoiler thing: I don't often get eye-candy in video games, since I have less than usual tastes, but thank you, Bioware for Varric.  Handsome rogueish dwarf with wit and a super-spring loaded crossbow?  Yes, please.  Unfortunately, upon trying to flirt with him, he said I was too high maintenance.  Does this game know me or what?

Thursday, April 7, 2011

Yahtzee Croshaw's Take on Being Gay in DA2

You know how I made a blog entry about the Dragon Age 2 gay nonsense debate that is still permeating the very crevices of the interwebs?  Well, Yahtzee Croshaw of Zero Punctuation (whose wit and unmatchably fast tongue supercede my own) has written a nice little treatise on the topic wherein he found himself accidentally playing a gay Hawke, regardless of his individual desires to avoid "sausage sandwiches."

Warning, the article may not safe for work (depending on your place of employ) and is excessively British.

Monday, April 4, 2011

Late for the Party: Gay Romances in Dragon Age 2

The train has left the station on much of the debate from a post on the Bioware forums regarding relationship options in Dragon Age 2, but I have a blog and an opinion, regardless to the fact that I haven't shelled out the $60 the game would cost so I could refine said opinion.  I did play the demo, and I've read a lot from both all sides of this controversy.

TL;DR: On one hand is this dude's assertation that DA2 didn't cater to the "straight male gamer," and a response from one of the writers that it wasn't supposed to, and some petition that's upset that gay characters were oversexualized.  The internet is serious business! 

Games like Dragon Age 2 are role-playing games that use a blend of open-ended interactive fiction and focused, structured narrative to communicate a story.  The open-ended interactive fiction is what has created the problem for DA2 writers, apparently.  With same-sex options intermingled with opposite-sex options for the romance of the hero (Hawke) as a component of that interactive fiction.  But, as interactive as it is, it's still fiction, and it is not an open-ended storytelling experience.  There are only so many paths available.

Compare a situation like that to one of a Dungeons & Dragons campaign, or even a MMORPG.  Herein, the player is able to fully define the character and his or her interactions with all other characters and the environment.  In interactive fiction, the player can choose which path to take, but cannot forge one of his or her own free will. 

When I played through Dragon Age: Origins, I delighted at the opportunity to experience Fereldan as a female elf on my second playthrough.  The way in which characters interacted with me changed, and I enjoyed seeing that perspective.  It does not mean that I in any way want to be a woman, or an elf for that matter.  This rings true, since a majority of gamers (straight male, or otherwise) will play characters of an opposite sex.  Was Tomb Raider designed with the "straight male gamer" in mind?  Was Super Mario Bros.?  How about Ms. Pac Man?

In short, I think the entirety of the debate boils down to someone who self identifies homosexuality as "disgusting" being upset that a male character hit on him while he should have been more concerned about the influx of dragons about to eat him (seriously, think about your priorites, dude).  Fiction tells us a story, and interactive fiction lets us direct some of the ways in which that story is communicated.  The presence of sexuality is not guaranteed to match your own, in fact it would be astounding if it did.  Instead, indulge the opportunity to experience character, which is what role-playing games are all about.

Monday, March 7, 2011

Dragon Age: Origins

When I first got into Dragon Age: Origins, I had hoped it would be more hack-and-slash than it is.  Don't get me wrong, you hack and you slash, but I was hoping for a button-masher.  Nevertheless, this fantasy title from Bioware did certainly get my attention and keep it!


This RPG (or role playing game) is set in Fereldan, a fictional continent populated with all sorts of mystical, Tolkein-fantasy somesuch: Dwarves who like to drink, mages who are feared for their power, and gay elves.  The story starts in the titular Dragon Age, with a threat looming on the horizon that only you and a band of oddities can conquer.  In writing this review, I'm shocked to find how stereotypical this whole thing sounds.  It's as if the developers just got out of Fantasy Stories 101.

Playing the game, thankfully, these straight-up contrivances are not as easy to spot.  The story is actually rather well put together, and I cared about the fate of Fereldan and its denizens.  There is a great deal of role-playing, as your character is completely moldable, which I enjoy, though there is limited permanency to your decision making.  You can be an outstanding citizen one second and a complete asshole the next and only a few lines of dialogue really seem to change.  There are (blessingly!) a few things you can do which really screw you over in the eyes of some allies, which is a shocking relief.  I'm tired of games that let me insult an ally's every core belief to then have them go "well, okay, I guess I'll stick around, even though you are a huge dickwad, because I know you're going to save the world and shit."

Anyway, for my first playthrough of the game, I pretty much saw an enemy and mashed the X button.  It initialized my attack sequence, but subsequent mashes did nothing, so I pretty much sat there and watched the battle unfold, occasionally quaffing a potion or using my shield to do extra damage with a quickset key.  This is the life of a Warrior in Dragon Age: Origins.  Take damage, deal damage, ho hum.


Things are more exciting as a Rogue, since it actually matters where you stand, but the game really shines if you play the Mage class.  You have a bevy of spells to interact with and it almost feels like you are micromanaging your very own character's actions in trying to achieve throwing a fireball three feet in front of yourself.

Your allies are controlled by an incredibly simplified version of Final Fantasy XII's Gambit system.  The logical parameters are so limiting, you're better off using preselected "roles" to define how they act rather than try to program them yourself.  Yes, you could tell it that when an ally is low on health they should heal that ally, but the companion A.I. is slightly retarded in actually doing anything about most things.  If you really want someone to do something, you need to take control of them and command them to do it, quickly reverting back to your original character, lest he or she run off a cliff without your guidance.

There is a fluid amount of sexuality in Fereldan, allowing you to have same-sex relations with either a female or a male, who can also both be bedded by the opposite gender.  Romance plays a big role in the adventure, which is weird since society is on the brink of civilization, but I spent more hours than a care to talking to Alistair about his daddy issues and finding obscure gifts to give him so that I could get into his pants.

Despite its downfalls, it's a fun fantasy game with solid story and enough replay value to get your money's worth.  I'd recommend picking it up used for a fraction of the cost, especially since its sequel deubts tomorrow.

Wednesday, March 2, 2011

Fallout: New Vegas


Fallout 3 had eluded me when it was first released, but now that I was on the fanboy wagon, I sure as hell wasn't getting off.  So when I heard about the next episode in the Fallout universe, I was eager to sink my teeth into its nummy, possibly irradiated flesh.  Not only would it be borrowing stealing completely reusing the engine of Fallout 3 (Fallout fans weren't really big on this, but I liked Fallout 3, and I was more than happy to be getting what some called a really big expansion pack), but it was set in Las Vegas.

Vegas and video games have a nice history about them.  Vegas Stakes, a Super Nintendo game, was my first introduction into gambling.  The game was nearly purposeless (goal: make money), but I still sank a great deal of my childhood into it.

Now I would be able to experience Vegas, set in a post-apocalyptic world!  And as the main character, I'd surely have a goal of some significance to the region (if not the world), so there would be plenty of story to accompany this game's foray into Sin City, even if my inaugural game was somewhat lacking.


The gameplay in Fallout: New Vegas was a big Ctrl-V from Fallout 3 (similar weapons, V.A.T.S., menu screens, etc.), but it did implement a few substantial changes: speech challenges increased in complexity, the small guns and big guns skills that were delineated before were merged into "Guns," and a "Survival" skill was added.  The ssurvival skill was particularly important for those playing the game on "Hardcore Mode," which would require the player to eat, drink, sleep, and recover from injuries in a more realistic way. 

During my first playthrough, I was incredibly nervous.  I still considered myself lucky to point my guns in the correct direction, and decided to play without "Hardcore Mode" engaged.  On the second (and subsequent) playthrough(s), I decided a spice of adventure was just what the game called for. 

I have had trips to the mailbox which I would classify as more hardcore than F:NV's "Hardcore Mode."

Don't get me wrong, the mode created some new complexity to the game, which may or may not have been challenging, but food, water, and places to nap are relatively frequent in the Mojave Wasteland.  But hardcore it was not.  The only substantially upsetting difference was that recruited characters could actually die when you had "Hardcore Mode" engaged, which was somewhat sad, but also somewhat of a relief as they were responsible for violating my stealth protocols to summon Cazadors to come and disembowel me.


The game gets a huge nod from me for being very, very, gay friendly - and not just in a shallow way!  A perk you can take early on, Confirmed Bachelor, gives you unique dialogue options with the same sex.  And while this could have been a token nod to LGBT fans of the series, there is actually some discourse on how gay and lesbian relationships are perceived, which heartily deepens the story.  I initially was predisposed to help the New California Republic (or NCR), which were who I perceived as the "good guys," but when I discovered that they frown on same-sex relationships, which are openly embraced by the slavers of Cesar's Legion, I thought maybe that was the way to go (the Legion transpired to be awfully patriarchal, so I went with the killing everyone strategy; let god sort 'em out).

The game also gets further nodding for its depth of story.  Fallout 3 featured a broad world, but what Fallout: New Vegas lacks in explorable square footage, it more than makes up in depth of its characters, story, and side quests.  There are four ways to beat the game, depending on to whom to pledge your allegiance, and gameplay is unique enough for each playthrough to keep me coming back.  Each faction in the Mojave has their own story to tell (or learn about from picking through the belongings on their bullet-ridden corpses).

The voice acting is pretty excellent, too.  Felicia Day voices a companion with whom I loved having close to me, mostly because it was like the real Felicia Day was sitting next to me, assuring me that everything was going to be okay, before punching the crap out of a Wasteland Raider.


The big problem with this game was glitches.  If I moved while reloading a weapon, or talked to an ally while enemies were approaching us in preparation to hack us to pieces, or I looked at my controller the wrong way, the game would freeze.  A freeze every blue moon is one thing, but it happened all the time.  And for an immersive game like Fallout: New Vegas, a sudden reminder that you are - in fact - alone on the couch and not heading towards the glitzy remnants of Las Vegas, is even more crushing.

All in all, I'd say Fallout: New Vegas is one of my favorite games, in spite of its glaringly frustrating freezes.  If you haven't picked it up and you like this sort of thing, I'd really recommend you do so.

Wednesday, February 23, 2011

Trism (iPhone)

There are plenty of iPhone games you know about, but there may be one with which you are unfamiliar, even though it has been around for years (first released in July 2008): Trism

My husband first found out about this game from an online friend, who also happened to be its super-hunky developer, Steve Demeter.  Knowing that the game was made by a cute gay guy only increased the urge to play it.  It's a puzzle-game, which at first glance looks a lot like Bejeweled, but it is so much more.


Demeter specifically designed the game with the iPhone in mind, taking full advantage of its tilt recognition.  And when first released, it was one of very few games to do so.  Triangular blocks can be slid vertically, horizontally, and diagonally.  Match three colors and the blocks vanish (matching more results in higher scores and special blocks).  The uniqueness comes in the feature that new blocks will fall based on the direction you are holding your iPhone.  So, after making a match, it wouldn't be uncommon to twist your hand and wrist in discomfort, trying to line up that perfect combo.

So if you've got an iPhone and you haven't picked up this gem, launch the App Store and fork over the measely $2.99.  Not only will you be getting a fun and easy casual game, but you'll also be supporting my eye-candy