The Soul in Nier: Automata’s Machine

Human consciousness required tools that let it produce abundant resources so people could transition from simple survival to prosperity, which allowed humanity to further discover the world and find a place in it. Tools advanced into machines given more sophisticated logic, motor, and communication systems through developments in electronics, networking, and artificial intelligence. But a world is like a person- the more it becomes one thing, the less it’s like something else. Nier: Automata examines how machines are becoming the new owners of our world but will continue a tragic human legacy, by using videogames to give us a glimpse at how machine logic is coding its own soul.

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Bayonetta’s Leg-Swinging, Face-Breaking Encore

As is the great curse of every artist, the critic gets the last word. For the burlesque dancer Bayonetta, the Omnitient Critic grades her revue on a six-point scale of dirty Stone to Pure Platinum. It’s a good thing that her routine was so incredibly well choreographed that she can test it against her newest dancing partner, the mysterious and powerful Lumen Sage. The purity of the battle system comes alive against an evenly matched opponent and the vast armies of Paradiso and the hordes of Inferno, on the path to save the soul of a lost friend. So let’s look closer at our provocateurs moves and understand why they steal the show.

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Bayonetta’s High-Flying, Pistol-Stiletto Burlesque

Lights Down, Curtain’s Up

Bayonetta’s prologue starts conservatively, with a nun clad in white quietly praying over a grave. It primes the world’s Victorian aesthetics with a puritanical morality up front that wouldn’t fool anyone who had seen even the box art. That a flock of angels descend from heaven and cut off her clothes to reveal the scantily-clad Umbran Witch underneath who lithely dances around shooting them in the head is perhaps the proper way to open the show.

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Metal Gear Rising: Revengeance: Cut Off at the Knees

The history of the game once known as Metal Gear Solid: Rising is fascinating. When Kojima Productions Raiden-focused MGS spinoff ran into development troubles, it was passed along to Platinum Games to apply their over the top character action specialties. Metal Gear Rising: Revengeance fuses both development house’s sensibilities into a whole that only offers hints at their respective strengths while highlighting the deficiencies of each and the inherent problems that result when you bring them together.

At its heart, Revengeance is absolutely Platinum’s brand of character action all the way from the quick and violent combat to the diverse moveset. But in trying to grant control of the super agile post-MGS4 lightning god as he fights against the Desperados PMC and its band of ‘Winds of Destruction’ cyborgs, the game has had to make some choices that have hurt itself in the long run.

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R&D- Metal Gear Rising: Revengeance

UPDATE: Included the full Spike VGA trailer that had been edited for time, now with Japanese-language subtitles.

At E3 2009, Hideo Kojima stepped on stage at the Microsoft press conference to announce the latest installment in his legendary Metal Gear Solid series.

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