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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under the Influence
[Oct 3rd, 2023]

The Hardest Soulslike:
Lies of P


Lies of P is the first true equal of Fromsoft's own games, capturing the themes and mechanical complexities that make Miyazaki's work special. Further, it is the hardest soulslike ever made, particularly for parry design,  boss patterns and the commitment required to best even mid-game bosses.



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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under the Influence
[Sept 22nd, 2023]

Xbox Wants Nintendo:
why monopolies are bad for gaming


Phil Spencer’s ambition to acquire Nintendo for Xbox has been the talk of the town this week. Join Alex & Mike for a discussion of why such an acquisition would lead to the production of sub par games. When creatives lack control of their own financial interests, they inevitably become the instrument of another party’s financial ambitions.



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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under the Influence
[Sept 19th, 2023]

how to
Start Playing Soulslike Games
in 2023


The soulslike genre is viewed from without as impenetrable… for good reason. Steep learning curves, absent tutorials, abstract themes and storytelling all make it difficult for newcomers to begin playing games in the genre. Join Alex and Mike for an introduction to soulslike games via five of the most accessible titles. Only “pure soulslike” games (with no easy mode) are included.



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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[July 4, 2023]

Game Pass is
Value Destructive


Game Pass, says Jim Ryan of Playstation, is value destructive. We would be skeptical of his opinion on the matter were it not so obviously true.



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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[June 27th, 2023]

Final Fantasy XVI:
Great Gameplay, Lame Worldbuilding


Alex & Mike offer their early thoughts on Final Fantasy XVI. While the combat system [designed by Ryota Suzuki of DMC 5] is one of the best in the character action genre, the worldbuilding seems deficient. Like Lewis’s Narnia (vs Tolkien’s middle earth), Valisthea comes across as a fantasy metaphor for contemporary political concerns [1], instead of a newly-built world, with original natural and political categories, derived in the final analysis from a coherent metaphysical vision (as we find in XIII’s depiction of deicide or XV’s Christ narrative). Forspoken was better.

[1] Aether as oil, Dominants as nuclear weapons; see

Final Fantasy XVI: A Detailed Breakdown with Producer Yoshi P (Gematsu: https://archive.is/830Hf)

Yoshida gives more insight into the story via the new FF16 (Famitsu interview, via twitter.com/aitaikimochi/status/1539601982851121152)


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[June 6, 2023]

How Redfall Destroyed
arkane


It has become public knowledge that 70% of Arkane’s staff (who “weren’t interested in developing a multiplayer game”) departed during Redfall’s development. Join Alex & Mike for an awe-inspiring and tragic exploration of how Zenimax & Arkane leadership destroyed a world-class studio responsible for numerous masterpieces.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[May 9th, 2023]

The Best Games of 2023
So Far


After a dismal few weeks and some high-profile failures in the video game space, Mike and Alex return to talk about the bright spots of the past few months. Here are some uncontroversially awesome games that have launched in 2023 so far.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[May 5th, 2023]

The Game Pass Effect


Mike and Alex return to the concept of “the Game Pass Effect”. Games, the argument goes, designed for consumption on a subscription service alongside dozens of others a month will need to be conformed to this mode of consumption. They will lack the grandiose worldbuilding, demanding mechanics and novel-style writing of the best the medium has to offer. They will, instead, be shallow, light-hearted, toy-like experiences designed for piecemeal engagement, likely with loot-based progression. This (evidently) detracts from the quality of a game.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[Mar 31st 2023]

Final Fantasy XVI, Not Turn Based? Who Cares!?


The boys discuss the much-maligned revelation that Final Fantasy XVI will not be a turn based game. Instead it will feature character action combat designed by Ryota Suzuki of DMC 5 & Dragon's Dogma. This is, some how, a fault, according to the internet masses. Tune in to find out why they are wrong.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[Dec 20th 2022]
E.145

Make the Mistlands Great Again

No nerf


Valheim recently received its biggest update since launch, containing the titular Mistlands biome long-time players have waited many months to explore. The new zone is weird & awe-inspiring, with rocky peaks jutting into a purple sky from an ocean of impenetrable mist, where man-sized insects war with the dverger (a dwarf-like race of initially-friendly npcs) amidst the skeletons of giants.

The content also brought challenges; the difficulty spike from the plains was more severe than between previous biomes, while the new Seeker raids destroyed the most well-fortified bases in short order. The fear of death was palpable throughout our time in the Mistlands; we were forced to utilize every mechanic possible to ensure our survival. Learning enemy patterns & navigating carefully through the mist was necessary.

But people have been complaining about just this same content. After much complaining, a patch has been announced, which will nerf enemy aggression in the Mistlands & Seeker raids in particular.

Join Mike & Alex for a discussion of why these changes amount to disappointing pandering to gaming’s lowest common denominator (people for whom self-gratification is the only measure of quality, even at detriment to the game).


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Why Do We Play?

Why video games are the most advanced mode of poetic depiction

Gaming Under
the Influence
[Dec 13th 2022]
E.144

A Bright Future for Games

The Game Awards 2022


The Game Awards 2022 were the best iteration of the show yet. Activistic filler content was minimal, awards were well-distributed and the industry's greatest developers presented their current projects. We were left with many reasons to be excited about the future of video games. Join Mike & Alex for a recap of the most interesting announcements from the Game Awards 2022.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: The “Purity” of Art

Inetgrity, Proportion, Clarity [not “fantasy” nor “realism”]: the Conditions of Beauty

Gaming Under
the Influence
[Nov 29/2022, 9pm]
E.143

The Evil West Episode


Evil West is a refreshing game to play in 2022. While, as its marketing has noted, it lacks secondary monetization features of any kind, it also recalls games developed in the PS2 era, before the advent of contemporary information technology: when developers lacked the ability to monitor community opinion or concurrent steam players and instead had no choice but to focus on the integrity and self-contained merits of their games.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: A Philosophy of Video Game Criticism

Assessing Games Philosophically

Gaming Under
the Influence
[Nov 26/2022, 9pm]
E.142

Miyazaki, Kojima & Creative Control


At the AAA scale, both Kojima & Miyazaki have attained an unusual degree of financial & creative freedom over the games they make: Miyazaki is president of FromSoft, while Kojima owns his own studio. Join Mike & Alex for an optimistic treatment of the future this makes possible.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: A Philosophy of Video Game Criticism

Assessing Games Philosophically

Gaming Under
the Influence
[Nov 1/2022, 9pm]
E.141

The Absolute Best
Upcoming Games of 2022


Alex & Mike at GreenDragonCVR present a list of the absolute best games yet to launch in 2022. From JRPGs to farming sims, from Pokemon to survival horror, some of the most important games of the year will be released in November & December. Are you ready?

  1. Harvestella [Developed by Square Enix, Live Wire]

  2. The Dark Pictures Anthology: The Devil in Me [Supermassive Games]

  3. Pokemon: Scarlet & Violet [GameFreak]

  4. Evil West [Flying Wild Hog]

  5. The Callisto Protocol [Striking Distance]

  6. Crisis Core: Final Fantasy VII Remake [Square Enix]


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: A Philosophy of Video Game Criticism

Assessing Games Philosophically

Gaming Under
the Influence
[Oct 18/2022, 9pm]
E.140

Top 10 Games of 2022 So Far


Join Mike & Alex for a discussion of the top 10 games of 2022 so far. From soulslike to survival to pokemon to FPS, this year has been packed with outstanding games we could not be happier to share our thoughts on. Tune in next week for a list of the most exciting games left to release this year.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: A Philosophy of Video Game Criticism

Assessing Games Philosophically

Gaming Under
the Influence
[Oct 18/2022, 9pm]
E.139

Franchise Funk & Gameplay Bloat


Playing a game involves two things: gameplay on the one hand and, on the other, the world, story & meaning which gameplay conveys. Gameplay, like the words in a book or paint on a canvas, is the medium the game-maker uses to communicate his concept. Even where gameplay mechanics are similar, as between entries in the same genre, each game is distinct at least to the extent that its mechanics are used to communicate an original world, a novel story & meaning.

Some times gameplay impedes player enjoyment of the world & story; tedious, repetitive mechanics, reused assets or even scenarios implemented to pad out the game can make it impossible for the qualities of the game-maker’s ideas to shine through. We call this ‘gameplay bloat’.

Other times, the concept a developer has tried to communicate is itself impoverished: tedious & reused, passed between hands & kept alive for profit alone. This is ‘franchise funk’: no mechanics of any quality can save a game from a poor, zombified & unappealing concept.

Join Mike & Alex for a discussion of these ideas as applied to various contemporary games from Dark Souls to Scarlet Nexus.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: A Philosophy of Video Game Criticism

Assessing Games Philosophically

Gaming Under
the Influence
[Oct 4/2022, 9pm]
E.138

Stadia is DEAD!
but so is Disco Elysium :(


What does the failure that is Stadia have in common with the firing of Kurvitz, Hindpere & Rostov from ZU/AM? They both result from an industry fixation on market-immanent metrics of a product’s ‘success’ at the expense of the integrity of the work. Join Alex & Mike for a discussion of streaming services & sh*t-canned creators, both of which manifest a profoundly sick & degenerate video game development culture.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: A Philosophy of Video Game Criticism

Assessing Games Philosophically

Gaming Under
the Influence
[Sept 09/2022, 9pm]
E.137

On Open World Bloat
& ‘Ludo-Narrative Dissonance’


Alex & Mike discuss bloat in contemporary open world games & the tension they often exhibit between narrative & systems. While survival games & soulslikes convey the intelligible content of the world & plot via the player’s tactile engagement with a virtual space, western open world games with heavy narrative focus put forth an unhappy and contradictory marriage of needlessly dense systems and cinematic storytelling. Also a brief discussion of why Cyberpunk 2077 should have been a walking simulator.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Article: Parts of a Game

Analyzing Games Philosophically

Gaming Under
the Influence
[Aug 16/2022, 9pm]
E.136

Only Bad Games are
“Harder to Make These Days”


Developers out of 343 Industries have recently offered insight into why they believe “games are harder to make these days”[i]. Amongst the items on their list of reasons are enhanced technical expectations and the intricacies of running, updating or maintaining online games. Not one of these things is integral to a good game; this serves as a list of features proper to many games precisely as bad.

We have argued that a good video game, like a competent work of fine art in any medium, is created for the intrinsic merit of its concept: a game maker, as much as painter or composer, must perceive his idea as beautiful , an end in itself, apart from any instrumentality to human ends.

This because there is a distinction between the good of the work, the good of the “workman” and even the goods of people who come along to enjoy the work. We have previously remarked on the “tyranny” of the artistic object: “precisely given the ‘individual’ soul of the work in its conception, there are ‘strictly determined ways of realizing it, depending on the pure exigencies of the work itself and brooking no liberties’. According to its conditions as an original being or individualized creature (not merely the essential part of one) in the mind of the artist, each work will intrinsically possess ‘undeviating rules of operation through which [it] will well and truly be what it ought to be’, rules particular to each artistic conception [as to an original species]”. A work lacking such an internal regulating formal cause is nothing but an instrument, like a broom for sweeping or car for driving.

This might suggest our response to 343’s insights. They have not spoken to anything involved in the conception or even material expression of an autotelic creative form. They have instead provided a list of ways in which modern games are parasitized from without by [what Maritain calls] “theses”: intentions “extrinsic to the work itself, foreign importations which impose an alien rule and end on the work”[ii].

When an artist conceives a work to accomodate the social interaction or “fun" of those who perceive it, to demonstrate some abstract idea or earn him profit, his work is not produced according to its own inner logic and for its own good, but partly for this reason and partly for others, like two men rowing a boat in opposite directions. Every item on the provided list is a thesis, a goal tangential to, or even in competition with, the end of producing an autotelic concept with no necessary human instrumentality.

So 343 seems to be saying that running a digital social club or casino might prove harder than making a game.

Meanwhile, tiny dev teams have proven that making a God-honest video game is easier than ever. Impressive use has been made of widely-available toolkits to produce, for a modicum of the price, games far better than anything from 343 or their peers, despite lacking [the accoutrements of a video-game social club and casino:] 8k graphics, online functionality, community management, abundant design staff, complex tools or constant updates.


[i] https://twitter.com/Unyshek/status/1557787860882710528

[ii] https://maritain.nd.edu/jmc/etext/art7.htm


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Why Do We Play?

Video games as the “most advanced phase of poetic depiction”

Gaming Under
the Influence
[Aug 09/2022, 9pm]
E.135

Revisiting Games as Art


Alex & Mike revisit the status of games as art. Recent conversations on the subject have evoked Ebert, who answered in the negative, citing a lack of worthwhile subject matter comparable to great works of other mediums & of authorial control resulting from player freedom[i]. Meanwhile others have said[ii] video games are a “synthesis” of all the fine arts, as though a methodology, skillset or choice of expressive matter settled the question.

We opine both are wrong & for the same reason: each describes only [a facet of] the matter of potential video game art and of art generally, failing to specify its essence formal element.

Listen (or read on) for i) an explanation of art according to Maritain's Art & Scholasticism [in the tradition of Aristotle, Aquinas & the Thomists]; ii) to learn why, according to this definition, video games are the most advanced phase of artistic representation.


Art consists in the birth of a new form, a creative concept in the mind of the artist (a form with no utility, designed as its own end); this new form is imposed on extramental matter, instead of deriving from it as the abstract concepts employed in speculative knowledge. Insofar as the creative concept forms a hylemorphic whole with tangible matter, in poetic knowledge the individual creative form in the artist's mind is known (not via abstraction) but in itself, "connaturally", insofar as it acts upon the senses of the knower through its tangible accidents. See here[iii] for an in-depth explanation of the form & matter of a video game artwork.

So playable components of the game, with them its visual, auditory & other tangible aspects, are not "art". Art is the creative concept born in the artist's mind; the concept is artistic or creative concept insofar as it is [a new form or "original being"] intended to form the world, not represent it (as in speculation); this creative concept is expressed outside the artist's mind via the instrumentality of matter, controls the matter of the work as intelligence does the human body.

Ebert & other are fixed on video game matter, which is playable and does involve the expressive tools of other artistic mediums.

But barring the expression of a new-born creative concept via the instrumentality of this expansive playable matter, the work does not remotely qualify as art. This irrespective of the means whereby it is expressed; it may well be a playable instruction manual or educational device.

Meanwhile Ebert is wrong about a lack of authorial control over video game art for the same reason. The player has no agency whatsoever over the form or creative concept of the work; he is instead [part of the] matter upon which the artist imposes his work. The player performs or exercises the game world into existence, like an actor in a theatrical production. Most acutely, the virtual identity & formal causes whereby the player inhabits the work are caused by the artist.

We argue video games are the most advanced phase of poetic depiction for a different reason. All art consists in connatural knowledge of a creative concept. But knowledge of this concept in other mediums leaves intact the distinction between knower and known thing. A movie or novel convey the poetic content as other, in distinction from the knower, despite the intimacy in which this other is encountered.

Whereas video games require the player to intentionally adopt the very subject-coordinates of the other. The player cannot remain a passive observer of connaturally-signified content. He must instead habitually adopt the identity of the signified in order to enact the context of the video game.

[i] https://daily.jstor.org/roger-ebert-vs-video-games/

[ii] https://www.superjumpmagazine.com/video-games-are-a-combination-of-all-fine-arts-smashed-into-one/

[iii] https://greendragoncvr.com/game-anatomy


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Knowing Being

the philosophic foundation of our theory of video game criticism

Gaming Under
the Influence
[July 26/2022, 9pm]
E.134

Live A Live, The Ascent, Observer


Join Alex & Mike at GreenDragonCVR for a casual discussion of Live A Live, The Ascent & Observer: System Redux. Touching on the history of Live Alive before its publication in the West circa 2022; the excellent cyberpunk worldbuilding of Neon Giant’s The Ascent; the cyberpunk pessimism of Bloober Team’s Observer: System Redux. Including a definition of cyberpunk fiction’s essential concern.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
the Influence
[July 23/2022, 9pm]
E.133

What’s the point of finishing a game?


Join Alex & Mike at GreenDragonCVR to discuss the point of completing video games. Is the point of a game to see the end of its narrative? Is finishing a game necessary to “understanding” or appreciating it?

We argue that, since we engage with the sensible & narrative aspects of the work to penetrate its “creative concept”, these aspects are instruments to an end. If the concept has been comprehended (or worse, found wanting) further pursuit of the instruments of its expression is for no purpose relevant to artistic contemplation.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
the Influence
[July 05/2022, 9pm]
E.132

Are All Games Political?


Join Alex & Mike at GreenDragonCVR for a discussion of the ‘political’ nature of video games. Must games exhibit political content? Is there such a thing as neutrality? Is it really about ‘politics’ or a deeper view held by the artist concerning reality & human nature (which politics derives from)? We propose that all art, since conceived from a human vantage, will necessarily convey the artist’s view of human nature & reality (& resultantly, politics); this not as a pamphlet containing a list of statements, but as a particular instantiating a universal.

Treatment in more technical language available here


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
the Influence
[podcast]E.131

Final Fantasy I & V Rising


Join Alex & Mike at GreenDragonCVR for a discussion of the evolution of Final Fantasy, as well as the end of V Rising.

Alex has finished the first Final Fantasy game from 1987; with his insight, the boys draw comparisons to more recent series entires. Mike relates his experiences with V Rising’s endgame, building systems & fiction.


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CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
the Influence
[podcast]E.130

The Weirdest & Most Interesting Games of summer Game Fest 2022


Join Alex & Mike at GreenDragonCVR for a look back at weirdest, most interesting games of Summer Game Fest 2022. Highlights include Bear & Breakfast, Nightingale, Zenless Zone, Choo Choo Charles & Planet of Lana.


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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
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[podcast]E.129

Summons In Final FAntasy XVI & Older Entries, A discussion of Hogwarts Legacy & the Callisto PRotocol


Mike & Alex were impressed by the recent Final Fantasy XVI trailer. Tune in this week for a discussion of how XVI returns well-known Final Fantasy ‘summons’ to a position of fictional prominence, as well as the XVI gameplay mechanics depicted in the trailer.

Also featuring a discussion of Hogwarts Legacy & The Callisto Protocol based on recent trailers for each.


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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
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[podcast]E.128

More On V Rising, Including Tencent’s Involvement


Another conversation this week on V Rising, including on Tencent’s involvement. Mike & Alex also discuss RPGs, Final Fantasy IX again, and the possibility of Final Fantasy XVI’s appearance at this week’s State of Play.


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Ontological Anatomy of a Video Game

A description of the terms & concepts we use to talk about games

Gaming Under
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[podcast]E.127

On Gamepass Becoming Uncool
& the Addictive Nature of Survival Games


This week Mike & Alex discuss the media’s shifting opinions on Game Pass: a sacred cow has been torn down, with varied outlets lining up to take pot shots at what they had advertised for free months ago.

Also including a discussion of V Rising & the addictive nature of survival games: what is it that makes them such an engaging experience? Have the boys come to prefer them over sacred cows of their own (JRPGs & souslikes)?

For a detailed description of the “form of movement” we think defines the survival genre, see here.


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Ontological Anatomy of a Video Game

Gaming Under
the Influence
[podcast]E.126

Do Games Need Combat?


Join Mike & Alex for a discussion of combat in video games: does it have to be in everything? Why are there so few games whose core loop consists of anything else? What is the perfect synthesis between depicted content and varied activity in a video game?


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Ontological Anatomy of a Video Game

Gaming Under
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[podcast]E.125

Steam deck, Finishing Elden Ring


Join Mike & Alex for a preliminary opinion on the Stream Deck & a discussion of Elden Ring’s endgame.


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Ontological Anatomy of a Video Game

Gaming Under
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[podcast]E.123

Games You May Have Missed: Spring 2022


Join us this week for a discussion of some lesser-known titles launching in the spring of 2022 | PS5, Switch, PC


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Ontological Anatomy of a Video Game

Gaming Under
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[podcast]E.123

Ghostwire: Tokyo


The Ghostwire: Tokyo episode. This week Mike & Alex delve into the many fantastic aspects of Tango’s recent game, touching on themes, worldbuilding, traversing the open world & the virtue of shorter video game experiences.


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Ontological Anatomy of a Video Game

Gaming Under
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[podcast]E.122

Shootin’ the Sh*t - Week of March 19th


Mike & Alex are back with another casual conversation on the state of games in early 2022. Topics include early impressions of Strangers of Paradise, the Salt and Sacrifice Beta, microtransactions and always online requirements in Gran Turismo 7.


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Ontological Anatomy of a Video Game

Gaming Under
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[podcast]E.121

The Video Game Industry in 2022: Things Are Looking Up


Mike & Alex spoke a month ago concerning the possibility that 2022 would be the best year ever for video games as a medium of artistic expression. The wild success of Elden Ring has shown this to be the case; while live service games launch to critical & commercial failure, From’s latest work has set records on metacritic & continues to top sales charts. Tune in this week for a causal conversation concerning what this signifies for the “industry” as a material cause for the creation of video game art.


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Ontological Anatomy of a Video Game

Gaming Under
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[podcast]E.120

A Casual Conversation on Elden Ring, Strangers of Paradise
& Difficulty in Soulslike Games


Mike & Alex have a casual conversation about Strangers of Paradise FF Origin & difficulty settings in soulslike games, as well as their progress through Elden Ring.


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Toward a Philosophy of
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Gaming Under
the Influence
[podcast]E.118

Elden Ring & Gran Turismo 7; Shootin’ the Shit


Mike & Alex talk more about Elden Ring, while also exploring the highs & lows of Gran Turismo 7. Topics include our progress through ER, the circumscriptive simulation gameplay of GT7, its microtransactions & always online play.


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Toward a Philosophy of
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[podcast]E.118

The Story of Elden Ring


So what the f*ck is going on in Elden Ring? Join Mike & Alex for an explanation of the history & events of the game. We describe characters, entities & the metaphysical themes present here that have reoccurred in all of Miyazaki’s games.

The primary theme: potency is intrinsically relative to act, part to whole, two and three fingers to a hand, life to death. Miyazaki has contrived another myth concerning the interpenetration of one & many, same & different within a primordial state of reality. Once again he depicts the degeneration of the cosmos as resulting from a finite agent’s attempt to universalize its own essence & subject perspective (to the exclusion of ontological difference, polyvalence).

Read more about the philosophic themes of Elden Ring here.


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Toward a Philosophy of
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[podcast]E.117

Elden Ring is GOTY 2022


Elden Ring is special. It isn’t just a great souls game. It doesn’t simply absorb eclectic parts to come across as new. Instead it actuates latent possibilities in the soulslike genre, both in terms of gameplay mechanics and creative concept.

The circumscriptive melee combat and traversal that characterize the series have been employed to symbolize new modes of engaging with the vast world from has built here (mounted combat and increasing mastery of the expansive map via fast travel and healing refills are our central concerns).

And what a world it is: a world rendered derelict by the contravention of natural order is the centerpiece here. The metaphysical questions of alterity and sameness prove to be Miyazaki's eternal conceptual preoccupations, while the the Lands Between constitute their appliation to subject matter (vs gameplay conventions) from the mind of GRRM. The world is wracked by the Shattering, a revolution of parts against the whole, demigods against the order of their divine parentage. The cosmos falls apart, Elden conveys, when the finite seeks to dictate a new order and universality premised only on its subject-position. The subsequent absorption of difference by sameness is explosive and horrific (see Godrick).


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Toward a Philosophy of
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[podcast]E.116

2022: The Best Year Ever for Video Games?


2022 is on track to be one of the best years ever for the video game medium, with single-player releases scheduled from many of the best developers across genres & budgets. Join Mike and Alex for a look at currently-available titles like Pokemon Legends Arceus & Dying Light 2, as well as a dive into what is coming next.


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Toward a Philosophy of
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Gaming Under
the Influence
[podcast]E.115

The Future is Dead on Arrival - Stadia, Metaverse & evergreen Brands


Welcome to GUI episode 115! Today we'll describe the inner logic and implicit ontology of evergreen/zombie brands, streaming and the metaverse. All appear built on a univocal or homogenous conception of being. The future they envision is dead on arrival insofar as its template of what is to come is based entirely on sameness, the past.

~the argument~

[What is univocity?] Univocity, the doctrine that being is essentially-homogenous (and that difference is a result of linguistic and social construction[i]), reduces formal to material causality; within the genus of material causality, many are reduced to one/collective to individual cause[s]. As Lagrange observes, the reduction of specific differences to vocal sounds yields a singular, essentially unique being[ii].

[Univocity in the game industry] This univocity assumption is foundational to a) the reduction of video games to affect or commercial intention, yielding reoccurring brands transmissible between artists; b) the centralization of interfaces and computing hardware. Implicit in both is an assumed underlying sameness and equivalence/commutability[iii] to all artistic conceptions: that they can be conquered by formula or method. Difference is taken as susceptible to quantification or capture within some universal container or index, a presupposed "locus of transcription"[iv] or brothel of neutralization[v] of all possible objects.

[a] So formal reduce to material causes: the signified to the act of playing or signification (and concomitant emotions/experience) on one hand, or making of the game or act of representation on the other (associated financial incentive). The very content and end of creating the work (its creative conception) homogenizes and coalesces with consumer satisfaction and profit motive. We see this in the slogan "make gaming for everyone", accessibility agendas and live service cannibalization of treasured ips. These are cases of affective and intentional fallacy respectively: calls for the bastardization of intelligible content for the interest (not of the work but) some party. The game is conflated with who it serves, denuded of any intelligibility or intrinsic purpose. Material complexification (VR, control schemes, delivery methods) and evergreen brands replace conceptual innovation and diversity.

[b] And (within the genus of material cause) diverse individual operatios are reduced to a singular collective one (many to one material cause[s]). The subjective causation of video game meaning is centralized via rentier monopoly over computing hardware and universal metaverse integration of all software.


References

[i] Butler Desire 214 (https://www.amazon.ca/Subjects-Desire-Hegelian-Reflections-Twentieth-Century/dp/0231159994)

[ii] V2 198

[iii] Guattari Schizoanalytic 43, 48 (https://www.amazon.ca/Schizoanalytic-Cartographies-Felix-Guattari/dp/1441167277)

[iv] Baudrillard Ecstasy 27 (https://www.amazon.ca/Ecstasy-Communication-Jean-Baudrillard/dp/1584350571)

[v] Baudrillard Symbolic Exchange & Death 31 (https://www.amazon.ca/Symbolic-Exchange-Death-Jean-Baudrillard/dp/1473907586)


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Toward a Philosophy of
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Gaming Under
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[podcast]E.114

Another Zomie Game, But good


Who ever thought they would enjoy another zombie game? This week Alex & Mike discuss the pleasant surprise that is Dying Light 2. Against our expectations, there is lots to love here. Well-written & acted, beautifully animated & featuring top-notch traversal mechanics, we find ourselves pleased to be back in a zombie game.


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Toward a Philosophy of
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Gaming Under
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[podcast]E.113

Pokemon legends: arceus


Alex & Mike finally get their hands on Pokemon Legends: Arceus and are pleasantly surprised with the result. Gamefreak has managed to successfully shake up the Pokemon formula by modifying the core concept and gameplay loop of the game, creating something almost entirely new.


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Toward a Philosophy of
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Gaming Under
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[youtube]E.112

Death Trash


Alex & Mike play Death Trash, an indie isometric RPG inspired by early Fallout with soulslike combat. The conversation turns to the growing disparity between indie & AAA creativity: could it be that “poverty of means” (a lack of technological fixation), as well as greater distance from any business motive, enable games like Death Trash?


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Toward a Philosophy of
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Gaming Under
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[podcast]E.111

Microsoft Absorbs Activision & Blizzard


This week the boys at Green Dragon CVR are surprised to hear about Microsoft’s acquisition of Activision & Blizzard. Mike & Alex discuss the implications of this deal and what it means for the future of the Xbox brand. Spoiler alert: probably nothing as Call of Duty will surely march on as a yearly release. We remain hopeful for something new perhaps, cheers.


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Toward a Philosophy of
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The Survival Genre Feat. No Man’s Sky


What is the defining characteristic and special appeal of the survival genre? This week Mike and Alex compare Subnautica, Valheim and No Man’s Sky to games that instead focus on human characters and motivations. The comparison reveals why survival games can be so engaging. Instead of requiring player investment in the emotions and goals of individual people, the object survival games depict is the ordered multitude of a world; its categories, types and interactions [instead of the individuals that inhabit it].


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Entering 2022


Mike and Alex are back for the first episode of 2022. With no interesting releases on the horizon for the next few weeks, an eclectic conversation ensues. Topics include Shin Megami V, Pokemon Arceus, Elden Ring and the fact that Miyazaki does not play his own games.


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Toward a Philosophy of
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[Podcast]E.108

Upcoming Games Q1 2021, The merits of the Soulslike Genre


The first months of 2022 will see some noteworthy games release that Mike & Alex discuss this week. Pokemon Legends: Arceus will express the core concepts of the franchise in novel gameplay mechanics. Likewise for Final Fantasy: Strangers of Paradise, the first soulslike Final Fantasy. Elden Ring hardly needs introduction.

Also discussed this week: the special merits of the soulslike genre, the difficulty of committing to certain games.


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tHE bEST gAMES aNNOUNCED AT THE gAME aWARDS 2021

& THE cOMPANIES THAT MAKE THEM


There were plenty of interesting games announced at the Game Awards this year. Join Mike & Alex for ‘Gaming Under the Influence” E.107 to discuss the most interesting titles that appeared at the show. Also featuring some information about the developers involved & why their previous work gives us cause to celebrate each project.


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Toward a Philosophy of
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Preamble to the Game Awards


This week the boys at Green Dragon discuss their wants & expectations for the game awards. What games are missing from the list of nominees? Which titles do we think deserve recognition in the most prominent categories? What announcements can we look forward to? Should the Game Awards “take a stand” against Activision?


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Cyberpunk Was Always Good


It astounds the boys at Green Dragon that Cyberpunk 2077 is receiving praise a year after its release. This week we get right back into all the reasons why Cyberpunk is an excellent game, delving into the distinction between the form vs matter of a work of art. Also featuring a discussion of how Cyberpunk treats the individuation of the human intellect by matter.


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Toward a Philosophy of
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[Podcast]E.104

JRPG’s Are Back on the Menu


JRPGs are back on the menu! This week Alex & Mike discuss the deep-rooted similarities between Shin Megami & Pokemon . Starting with the obvious turn-based combat, human-decentered parties & character collection, then proceeding into a discussion of the common cosmological concern behind both games, concealed by the outward guise of child vs adult orientation.


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Video Game Integralism vs. Liberalism


The game awards nominees for 2021 have prompted us to summarize the tendencies we routinely speak against on this show. The issue reduces to a liberal vs integralist stance on art (and resultantly games). Is the creation of art characterized by a transcendental ontological goal or final cause, a purpose (as sight to the eye) existing before human intervention, or can there be “reasonable pluralism” about the same? The former mandates the pursuit of the good of the work, its form or essence apart from human good or utility: the end to which “the fine arts tend is ordered to beauty; as beautiful, [the work is] an end, an absolute, it suffices of itself… and plunges deep into the transcendence and the infinity of being”[i]. The only goal the artist can entertain is “to make beauty shine in matter, the creating of the thing according to its own laws”[ii]. In such a climate, extramental or "objective" standards of criticism that locate the creation and enjoyment of art within the broader intellectual tendency to contemplate being are clear. Since art aims at beauty [in its myriad, inexhaustible manifestations] as a transcendental property of being[iii], we should leave “the artist to his art: he serves the community better than the engineer or the tradesman [as concerned directly with the separate or transcendental good] upon which the social common good depends”[iv].

If we are instead liberals or pluralists about human nature and its telos, we must resultantly adopt a posture of relativism toward beauty, with the "good" of the work being entirely reducible to the arbitrary behavior of individuals en masse (within a "market"). Here formal and final are reduced to material causes. Each individual work will lack an essence or intelligible form apart from its impact within the immanent sphere of human satisfaction & resultant market expressions. This precipitates the "ghost effect" behind marvel-and-halo style franchises, where an artistic conceit is denied its proper reality, detached from its substratum, nominalistically reduced to a “vocal sound” [or series of tropes, aesthetic] [v] , in a process not of spiritualization but incorporation[vi]. It is ceaselessly replanted in artifactual bodies to which it is deemed indifferent[vii]. Denial of formal and final causes precipitates just this procession of "simulacra without end" upon the immanent eschaton ("absolute ghost") or market plane to which the real is reduced[viii]. A ceaseless deluge of sameness bedecked in the ghostly accidents of once-real forms results: “anything that passes other than by the market is steadily cross-hatched” by its reductive axiomatic[ix].

What unifies the games offered as nominees this year? Nothing but the presumption that games qua art are in fact commodities distinguished (not by their irreducibly unique forms but) only by their ability to please and generate profit. Only disbelief in formal and final causes can accommodate a belief in "games" as a homogenous category apart from the distinct concepts they express[x].

[i] https://maritain.nd.edu/jmc/etext/art5.htm

[ii] https://maritain.nd.edu/jmc/etext/artapp1.htm

[iii] https://maritain.nd.edu/jmc/etext/art5.htm

[iv] https://maritain.nd.edu/jmc/etext/art9.htm

[v] V2 198

[vi] Derrida Marx 158

[vii]Derrida Marx 157-8

[viii] Derrida Marx 159

[ix] Land 341

[x] https://greendragoncvr.com/blog/2021/7/2/there-is-no-such-thing-as-video-games


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.102

Battlefield 2042, Revisiting the Easy Mode Debate


This week Alex describes his early experiences with Battlefield 2042. The boys revisit the easy mode debate: mechanics & systems should express the inner logic of the work, if this pleases players or not. A few details on our ongoing Valheim server.


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.101

Streaming, Video Game Sales & Material Causes


This week Mike & Alex talk about the impact of Xbox Game Pass on the sale of third party games to answer the question: “what is the impact of subscription services on video game art”? It appears that consumers within subscription ecosystems are no longer convinced of [“commutative justice”,] paying a proportionate price for a good or service. The indirect impact on video game art is obvious: will creators be able to finance traditional works and flourish in order to produce more?


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.100

How Should Old Meet New?


This week the boys ramble through their experiences with Valheim and the newly-released N64 emulators, all in order to answer the question: “how should the old be conveyed in the new”? Valheim iterates on a formula originated by Minecraft, with elements from soulslike and adventure games, to construct a new kind of thing, while Nintendo has simply enabled access to their intellectual property by new means.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.99

Metroidvania: Still One of the Best Type of Game


In the wake of Metroid Dread, Mike & Alex discuss the enduring merits of the decades-old metroidvania progression style. The argument: 2D adventure games with metroidvania progression are innately suitable for developers with limited experience & resources alongside strong artistic abilities & a well-conceived world. Metroidvania also scales well to larger budgets & diverse art styles, potentially even 3D perspective, due to the universality of its conceits. It even encourages remote community participation, a sort of “extrinsic multiplayer”, in wiki culture.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.98

Games We Already Missed in 2021


Caught up with Valheim & older titles, Mike & Alex have already added a pile of recent releases to their backlogs. Tune in this week for a discussion of the most interesting games you may have missed in 2021 and why they are worth playing. Also features a more detailed discussion of Valheim’s special appeal: this is a game that synthesizes the radical possibilities of the survival genre (often lacking a meaningful goal, purposefulness) with circumscriptive soulslike combat against titanic bosses and hands-off storytelling about cosmic stakes.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.97

The Valheim Episode


Our discourse on the best games of all time has been forcibly interrupted by Valheim. This week the Green Dragon crew works towards a theory of survival games, specifying their appeal as a world building medium. We posit that the up-front fixation on the dialectic between player and environment makes the “inner logic” of created worlds the “remote or subject matter” of the genre (instead of individual personalities and human tensions in, say, TLoU2-style adventure games).


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.96

In Response to IGN’s “Best game of all time”


In response to IGNs recent treatment of the “best game of all time”, the boys at GreenDragonCVR return to the fundamental topic of why exactly games qualify as [one of the] “most advanced phase[s] of poetic depiction”. We will return next week with an alternative list, based on the criteria we articulate in this episode, of the best games of all time.


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.95

Tales of Arise: the Discussion Continues


Alex & Mike persist with their discussion of Tales of Arise, this week expanding on the topics introduced last episode. Topics include the genre-literate design of the early zones & combat, the sincerity of Japanese video game story telling & how Tales of Arise engages with capitalism in a manner that puts Western game journalism about “politics” to shame.


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.94

Tales of Arise: the Best JRPG of 2021


Alex & Mike are pleasantly surprised by Tales of Arise. Conveyed by innovative and beautiful animation, a lean progression system and circumscriptive action combat, a high fantasy world on par with any [more expensive] genre peer has got the boys hooked. Tune in this week for a deep dive into the systems & world of Tales of Arise based on the first third of the game.


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.93

Open-World Games: Comforting AND Wholesome

Listener discretion is advised; contains profanity, references to drugs & alcohol.


Mike & Alex return to a style of video game they have no small measure of conflicted feelings about: open-world action-rpgs. Alex returns to Ghosts of Tsushima & Mike to Maneater to check out the DLC for both titles. Concludes with an explanation of the particular appeal of open-world progression styles: without the punctuation & demands of other games like Souls (with taxing combat) or JRPGs (with complex systems to manipulate), they convey grand gestures of worldbuilding.


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.92

CRPGS: the Last Great Western Genre

Listener discretion is advised; contains profanity, references to drugs & alcohol.


Mike & Alex discuss the last great western video game genre: classical or western rpgs. If, as we have previously discussed, the rpg genre definitionally represents the conduct of intelligent life in fiction, the western rpg (in contradistiction to the deterministic jrpg) does so in-deterministically, affording the player political and social agency over the course of the game world


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Toward a Philosophy of
Video Game Criticism

Gaming Under
the Influence
[Podcast]E.91

The Great Summer Game Drought of 2021 Continued

Listener discretion is advised; contains profanity, references to drugs & alcohol.


Mike & Alex discuss potential games to pursue amidst the great summer game drought of 2021. Touching on Final Fantasy X, Ghost Recon Wildlands, Biomutant etc.


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Everyone Believes in a ‘God’

Ontotheology & the Drama of Being

Gaming Under
the Influence
[Podcast]E.90

The Great Summer Game Drought of 2021

Listener discretion is advised; contains profanity, references to drugs & alcohol.


We have come to this year’s ‘great summer game drought’. In the absence of any new releases captivating us, Mike & Alex delve back into their backlogs. Discussions range from the necessity of ‘sense of place’ in worldbuilding; the capacity of difficult games to transpose the player into the alterity of his ritual identity; the weird & wonderful world/art of Grime; Far Cry Primal as a masterful gesture of worldbuilding & the best Far Cry.


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Everyone Believes in a ‘God’

Ontotheology & the Drama of Being

Gaming Under
the Influence
[Podcast]E.89

Tencent Under Fire, Over-Gameyness in Zelda & Grime

Listener discretion is advised; contains profanity, references to drugs & alcohol.


Mike & Alex discuss the vast discrepancy between Western journalistic reactions to recent scandals at Activision and the Chinese government’s reported disdain for the predatory style of games peddled by Tencent. While the West demands superficial “change” that would leave brutal fundamental structures in tact, the CPC appears to target the very economic bases of exploitative game design.

Alex also explains the over-gameyness of Skyward Sword: how the insertion of burdensome, arbitrary mechanics impedes player attunement with the concept of the game.

Lastly a few words on Grime, a fantastic and beautiful new Soulslike.


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Defining
Soulsborne
Gameplay

Gaming Under the Influence
[Podcast]E.88

Starcraft, Subnautica & Evil Genius 2: Video Games for Their Own Sake


This week Mike & Alex return to the most basic element of a game - it's [self-justifying or autotelic] world, hopefully expressed in a gameplay loop that facilitates instead of inhibiting its clarity.

Last week Subnautica was a refreshing escape from the overbearing psychological motivations we are required to empathize with in many third-person story games; this week, the single-player campaign of Stacraft the first does the same. Also featuring a discussion of the special merits of the survivial genre & our enthisuaism for Evil Genius II.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Defining
Soulsborne
Gameplay

Gaming Under the Influence
[Podcast]E.86

Subnautica BZ & Starcraft I Single Player:
revisiting the concept of autotelic games


After being dragged by the nape through the meandering and uninteresting personal/psychological motivations of most protagonists in most games born in the West the past generation, Mike & Alex delve into two games unburdened by the trappings of western AAA.

Subnautica BZ: in search of her lost sister, an ex-corpo becomes infested by an alien consciousness, proceeds to research the inner logic of an aquatic ecosystem & evade death at the maw of leviathans 900m deep.

Starcraft I Single Player Campaign: A galactic empire beset by a dictatorship is further afflicted by the emergence of a spy-become-alien queen. Does the multiplayer justify this or the inverse?


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Defining
Soulsborne
Gameplay

Gaming Under the Influence
[Podcast]E.86

Fuck easy mode, professionalism, gamepass, & space


What do space Bezos, the easy mode debate, “professionalism” and game pass have in common? In all these we witness the celebration of the instrument-in-itself. What was once [at least purportedly] a means to an end becomes the goal, purpose, satisfaction; money and gratuitous expenditure for its own sake, the raw physical act of gaming in violation of its formal causes, cheap games, whatever they are. A party line coheres to protect the immanent eschaton, the functioning and discharge of the “every day” in and for itself.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Defining
Soulsborne
Gameplay

Gaming Under the Influence
[Podcast]E.84

Essential Soulslike Games
[part 1: 3d variants]


So we've established[i] that games coverage (and the rote “gamer”) tends to reduce its object to subject-or-market immanent metrics: desire, pleasure, value, profit. Further proof this week shit-blazed across the internet as kojima fans petitioned for a new game to be canceled for its Microsoft affiliation (an affront to their market-immanent substitute for "games", a channel for their desire: brand identity).

What is the alternative to these loci of criticism entirely extrinsic to the work? We can start by establishing the taxonomy of the work to be analyzed. Taxonomical approaches, which are oriented to the game in-itself and attempt to classify its parts[ii], purse the [interrelated] essential components of form & matter, concept & mechanics[iii]; what is the game world and how is it mechanically & symbolically expressed? Today on GUI 84 we offer just these kinds of thoughts on our staple genre: the soulslike (which we have defined here in a mechanical sense[iv]), with the intentions of establishing the loose outlines of a genre canon.

We will divide the genre into 2D & 3D subcategories; this week we talk about the latter.


YEAR

3D SOULSLIKE CANON

2009

Demon’s SoulsFrom Software

2011-2016

Dark Souls 1-3From Software

2014

Lords of the Fallen – Deck 13

2015

BloodborneFrom Software

2017-2021

Nioh 1-2Team Ninja

2017-2019

The Surge 1-2Deck 13

2018

Darksiders 3Gunfire Games

2019

SekiroFrom Software

2019

Remnant: From the AshesGunfire Games

2019

Code VeinBandai Namco Studios

2019

Star Wars: Jedi Fallen OrderRespawn Entertainment

2020

Mortal ShellCold Symmetry

2020

HellpointCradle Games


References

[i] https://greendragoncvr.com/blog/2021/6/29/contra-commodity-gaming

[ii] https://greendragoncvr.com/a-theory-of-video-game-criticism 6.b

[iii] https://greendragoncvr.com/game-anatomy

[iv] https://greendragoncvr.com/the-special-value-of-soulsborne-gameplay


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The Tree of Life:
Being is Transnatural

Essential difference, evolution & the superabundance of the Divine Essence
Biomutant & the Drama of Being

Gaming Under the Influence
[Podcast]E.83

Scarlet Nexus Review

Drinking this week: All Kinds

Playing this week: Scarlet Nexus


This week, Mike & Alex present a loose review of Scarlet Nexus!


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The Tree of Life:
Being is Transnatural

Essential difference, evolution & the superabundance of the Divine Essence
Biomutant & the Drama of Being

Gaming Under the Influence
[Podcast]E.82

‘Video Games’ Don’t Exist

Drinking this week: All Kinds

Playing this week: Mass Effect Legendary Editio, Kingdom Hearts II, FFVIIR


We have argued extensively that there is “no such thing as a gamer”, since there is no essential definition of a “video game”[i]. The term is a material designator only, which denotes an accidental or material overlap between specifically different preoccupations, not coincidence of type or kind.

Note how surgeons and murderers can both be said to cut flesh… but their occupations are entirely inverse, defined not by the temporal and local and tangible features of the act but its formal and final causality. Similarly, when we designate something a “game”, we do not indicate its form or concept[ii], that-which distinguishes it from other creations making use of the same matter… we merely point out the [accidental, material, instrumental, coincidental, extraneous] mode of its expression.

These considerations enable us to understand the extent to which contemporary discourse (coverage, reviews) surrounding “games” is entirely materially defined. Unlike other artistic mediums, few consumers of games conceive of an essential difference between offerings, indiscriminately consuming whatever they fancy superficially, with no thought paid to the abyssal difference between the concepts the medium has and IS being used to communicate. We are left with a purely-quantitative medium of equivalence wherein artworks are reduced to facile metrics; media and individuals alike fixate on subject-relative aspects of playing. Game-worlds are obfuscated behind an ideological membrane that reduces them to exchange value or “fun” and renders it impossible to register them as things in themselves.

We will oppose to this the Japanese spirit we discussed last week.


[i] https://greendragoncvr.com/game-anatomy

[ii] https://greendragoncvr.com/wtf-is-a-gamer


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The Tree of Life:
Being is Transnatural

Essential difference, evolution & the superabundance of the Divine Essence
Biomutant & the Drama of Being

Gaming Under the Influence
[Podcast]E.81

Universal homogeneity vs harmony in diversity[i]

Drinking this week: All Kinds

Playing this week: Mass Effect Legendary Editio, Kingdom Hearts II, FFVIIR


Mass effect conveys the outward appearance/common accidents of difference atop a substantial "hell of the same"[ii]. The galactic future it depicts is an accretion of apparent heterogeneity over [the very existence of which presumes as a subalternating metaphysical term] an ontological plane of [purely quantitative] equivalence (an essential sameness), which enables the integration of difference to a bourgeois vision of man (as a democratic animal, with with causal agency over his destiny, a rules-based order and all the baubles of contemporary neoliberalism).

Races in ME compete to be subsumed into galactic culture, domesticated into its modes of thinking and being, in order to "secure cultural and political representation", to achieve social "parity"[iii]. Aliens and even technology are accidentally distinct from their 21st century counterparts, trivially modified in the most unremarkable physical capacities, with divergent cultures depicted as unevolved and barbaric and keyboards [albeit holographic] still in use. Mass Effect depicts a relation of identity to difference that makes the latter a function of the former, forcing the outside to pass by way of the inside, fixing a stable relation to alterity (for the sake of deriving some productive capacity or use from all parties), designed to retain the distinction between poles (because alterity must be kept distinct to provide a source of ontological surplus).

The immanent eschaton of the Galactic Alliance (that exhibits shocking resemblance to neoliberal civilization), with Shephard as its champion, subsumes even the Reapers in a limitless cycle of reproduction by the close of the trilogy. Player agency throughout is limited by internal two-party structural variation that merely measure the posturing of the hegemon to the difference it would absorb (renegade-paragon; merely indexes of player's exceptionalism vs internationalism[iv]). It casts its gaze to the far reaches of space only to find the leering human countenance of the 21st century latent there.

Kingdom Hearts, in line with the Japanese spirit[v], manages to sift fucking Disney franchises for the "mystic breathing of the absolute", manages to plumb the most immanent, commoditized creations to uncover polyvalent being underneath, something beyond individual realities which cannot be wholly included in them, manifested in every particular object… It is occupied with ontological difference as a metaphysical concept that grounds or enables the very function of discreet identities and worlds; “kingdom hearts” as the ontological fundament of different essences and totalities, discreet univocal ways of being. In setting out to localize individual universes within a comprehensive spectrum of being-as-difference, as internally diversified, a self-same one-all still "whole, full of light, the heart of all worlds", KH cannot but convey what mass effect neglects: that real [ontological] diversity requires, not an underlying essential sameness that equalizes difference, but instead pure difference itself at the heart of all things that disrupts the internal consistency of any discreet mode of being. No stable relation to difference, much less one useful to any finite mode, can be fixed.


[i] Jiang 208

[ii] BCH.D.35

[iii] Voorhees ME Neoliberalism 257 (https://www.academia.edu/1038860/Neoliberal_Multiculturalism_in_Mass_Effect_The_Government_of_Difference_in_Digital_Role_Playing_Games?auto=download)

[iv] Ibid 269

[v] https://greendragoncvr.com/video-game-philosophy-east-west

[i] Zizek Violence 214 (https://www.amazon.ca/Violence-Big-Ideas-Small-Books/dp/0312427182)

[ii] 217

[iii] https://www.ign.com/articles/biomutant-review

[iv] https://blogs.microsoft.com/blog/2019/05/20/video-games-a-unifying-force-for-the-world/


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.80

The Most Impactful Change is No Change at All

Death by Snu Snu

The Pure Positivity of Being, the Limitation of Act by Potency & Desire by Symptom-Formation
REVIII & the Drama of Being


Drinking this week: All Kinds

Playing this week: Mass Effect Legendary Edition

Sometimes, says Zizek, the “first gesture to provoke a change in the system is to withdraw, to do nothing”[i]; some times, “doing nothing”, making no change at all, can be the most violent or [counter-] revolutionary thing to do[ii].

In an age where journalists think describing something as proper to “two generations ago” or “off the pace of other games” is a slight[iii]; where an incessant desire to inflate the reach of the medium and provide a force to “change the world”[iv] has precipitated some of the worst, subscription-based, live-service, hollywood-chundering empty husk games history has seen; in such an age, perhaps the best thing to do is NOTHING [new] AT ALL: to return to the old, to the games that informed our very conception of what the medium was capable of to this point [which we have since failed and departed from].

2019 signified a general revival of autotelic game design, with major publishers like EA and Activision leaving live service behind in favor of traditional, novel-style experiences like Sekiro & Jedi Fallen Order. Control, Death Stranding & the Outer Worlds, along with Final Fantasy VIIIR, Nioh 2, Ghosts & Cyberpunk in 2020, further demonstrated against the “professionals” that AAA single-player games are very much alive, Now in 2021, after a bevy of remakes and aggressively referential works like Bravely Default II, we are in a position to understand that the counter-revolution [which began in 2019] has consisted in one episode after another of developers doing NOTHING [new] AT ALL. Our taste for spectacle and novelty is displaced while culture surrounding games is plunged into the the game, not as a marketing event but a transhistorical form that persists through time. Inactivity in terms of addition or superficial progress is warranted by the persistent ontological texture and value of the [form of the] game itself outside the cycle of hype and economic preponderance that tends to accompany major game releases.


[i] Zizek Violence 214 (https://www.amazon.ca/Violence-Big-Ideas-Small-Books/dp/0312427182)

[ii] 217

[iii] https://www.ign.com/articles/biomutant-review

[iv] https://blogs.microsoft.com/blog/2019/05/20/video-games-a-unifying-force-for-the-world/


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.79

The Mercenarcy, Prostitutional Nature of
Professional Video Game Criticism

Death by Snu Snu

The Pure Positivity of Being, the Limitation of Act by Potency & Desire by Symptom-Formation
REVIII & the Drama of Being


Drinking this week: All Kinds

Playing this week: Biomutant

A clear lack of extramental [objective] standard motivates most contemporary “professional” video game criticism (for more on this and our proposed solution, see 6c and 6d here). This is clear from contents of reviews themselves, which rely heavily on subjective states of affairs and relative measures of quality[i]; from a general approach that posits the experience of the player as the absolute measure of a game’s worth[ii]; from disparity between reception of similarly-structured products by the same people.

This lack of objective critical standard reduces “professionals” to victims of consumer culture, who appear to judge the value of a work on its capacity to titilate with superficial “polish”, the presence of humanist cinematic stories and well-recognized mascots/brands.

Coupled with the inordinate influence wielded by capital-motivated, access-based “coverage” or “journalism” upon the failure of a work and the future of games of the same type, this is shite.

We are merely witnessing the application of the same neoliberal epistemology[iii] at work anywhere the mind is denied basic purchase on physical reality, anywhere our relation to the world is reduced to our “opinion” or “experience” of it: another gesture of bourgeois closure amidst the drama of being. (If you’d like to read about why this epistemology is for idiots, see here.)

As a solution, we propose [in an unoriginal manner] that we approach games, like the “outside world, [as] full of things worthy of respect as independent entities”. If we like them or not [a distinction from quality “professionals” actually seem capable of making], we can approach from the “vantage of a ‘natural scientist’ within the [game] universe, respecting it [holistically or in subject-matter as parts] as a being it itself, seeking to circumscribe, determine and classify”[iv].

References

[i]“cookie-cutter approach to objectives and puzzles feels two-or-so generations off the pace of other open-world action games, and that leaves the quest to gather all of the things feeling repetitive early on” (https://www.ign.com/articles/biomutant-review)

[ii]https://twitter.com/caraellison/status/1397276163689549826

[iii]”Knowledge is by definition fragmentary, imperfect and socially dispersed… Such conception of the dispersment and fragmentary nature of social knowledge and imperfection and punyness of indvidual knowledges as an ontological a priori carries certain important socio-political implications… [the universe is a] potentially antagonistic sum of autistic psychotics” (http://www.doiserbia.nb.rs/Article.aspx?id=0353-57381304063K#.YK75vPlKiUl)

[iv] https://greendragoncvr.com/a-theory-of-video-game-criticism


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Gaming Under the Influence
[Podcast]E.78

An intro to
Biomutant

background, gameplay, universe

Death by Snu Snu

The Pure Positivity of Being, the Limitation of Act by Potency & Desire by Symptom-Formation
REVIII & the Drama of Being


Drinking this week: All Kinds

Playing this week: Biomutant

Alex & Mike talk Biomutant, a game from Experiment 101/THQ Nordiq you likely have not heard of. While the AAA side of the industry tends to homogenization and imitative, cinematic presentation, “AA” games remain creative and innovative in 2021. Drawing on inspirations as varied as Dark Souls, third person shooters & kung fu cinema, Biomutant is Ratchet & Clank on acid, developed by a team of 20 people.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.77

A Great Month for Games

Returnal, Resident Evil Village & the Mass Effect Trilogy

Death by Snu Snu

The Pure Positivity of Being, the Limitation of Act by Potency & Desire by Symptom-Formation
REVIII & the Drama of Being


Drinking this week: All Kinds

Playing this week: Returnal, Resident Evil 3 Remake, Mass Effect Trilogy

This week, the boys assess the bounty of fine games we have enjoyed in the past month (and one we are thrilled to experience anew); Returnal, Resident Evil Village and [the] Mass Effect Trilogy. Alex updates us on his slog toward the end of Returnal, with but a single biome standing between him and the credits. Mike explains the novel hub-world progression structure Capcom has implemented in Resident Evil Village, as well as how Moreau and house Beneviento corroborate the symptom-real/potency-act relation elaborated in our recent article. Lastly, we provide an introductory note to the Mass Effect Trilogy for new players: which game to start with? Which is best? What impact do narrative consequences from the original title have on the rest of the trilogy?

 Thank you for listening!


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.76

Resident Evil[s]

A look back to recent entries and forward to Village


Article: Eternal Return[al]

Essentially-Different being is the only thing that returns, implying the dissolution of circumscribed identities
Returnal & the Drama of Being


Drinking this week: An IPA (Bellwoods)

Playing this week: Returnal, Resident Evil 3 Remake, Resident Evil Village

Our discussion this week veers from the endgame of Returnal to Resident Evil Village and its series precedents in recent years. The franchise has undergone substantial mutations since 2017 yet retains an unmistakable genetic code that appears to have translated well into Village. We will draw comparisons to the Resident Evil 2 & 3 remakes and to 7.

Also including: some tips for making it through the last half of Returnal; some recent beers and ciders from Ontario brewers


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.75

The Returnal Episode


Drinking this week: All kinds

Playing this week: Nier Replicant

The dive into Nier Replicant; as with FF7R before it, we appreciate the return of Yoko Taro to his magnum opus with some Platinum Games talent behind the combat systems this time around.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.73

The Outriders Episode

A masterful deployment of looter-shooter mechanics that blows the formula wide open and enables radical theory-crafting… bogged down by an always-online requirement.


Drinking this week: All kinds

Playing this week: Outriders, Monster Hunter Rise

Mike & Alex are pleasantly surprised by Outriders. Despite an always-online requirement that has severely hampered it in the launch period, People Can Fly has developed one fine third-person shooter. All the best parts of Destiny and the Division are here, dissected and made available for experimentation; this all takes place within a refined gameplay loop absent any map-wandering or useless flourishes.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.72

Monster Hunter Rise & Balan Wonderworld

Some games should be hard, some easy, and none should have a difficulty slider.


Drinking this week: All kinds

Playing this week: Monster Hunter: Rise, Balan Wonderworld, Bravely Default 2

Monster Hunter Rise is here. As with Bravely Default II before it, we are pleased against our expectations with how weird and novel this game feels, even in the shadow of MH World; the addition of vertical movement blows the gameplay loop wide open. Join Mike and Alex for a free-form discussion of Rise’s various additions and quality of life improvements to the Monster Hunter Formula. Also featuring an introduction to the weird world of Balan Wonderworld.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.71

Difficulty and Inner Logic

Some games should be hard, some easy, and none should have a difficulty slider.

M. John Harrison’s lame take on worldbuilding


Drinking this week: An IPA (Bellwoods)

Playing this week: Bravely Default II, Resident Evil 3 Remake

Realism about artistic concepts enables us to rely on a public, inbuilt ontological layer of meaning in interpreting video game texts. Behind the tangible elements of a game, an artistic conception is ensconced, determining and cohering components into an ordered multitude. This allows us to ascertain (by a process of analytico-synthetic* reasoning) what, in the case of a concrete text, is glaringly incongruous with the essence. Essences emanate or call for properties (a matter of formal causality) and conversely manifest said essence to us from a player-vantage. This the basis for our rejection of difficulty sliders and assertion of wrong difficulty in bravely.

Since our measure is the ontological good of work [and not normative enjoyment of player], satisfaction or accessibility are tangential at best and usually detrimental and capitalist. We look to Blasphemous and the recent Bravely Default II to demonstrate this last point especially. Last night I labored through hours of both games, failing constantly and beset by frustration in both cases. Yet I walked away from Bravely thinking the progression gravely retarded access to the concept of the game. Meanwhile, the labor involved in progressing through Blasphemous expresses [as a manifestation of its inner logic] its core [ontological and thematic] conceit (of a universe groaning under the weight of superabundant difference, primordial essential variety that demands the death drive/self-transgression of finite creatures).

* ‘The mind lays hold of essences, not in themselves, but by their rightful accidentals, and only advances deductively by a constant [reversion to the datum of] experience’ (Maritain, Degrees of Knowledge 24); our knowledge of the essence is compounded as we assess accidents relative to it.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.70

A return to the concept of “worldbuilding”

Its definition, components and what it is-not

M. John Harrison’s lame take on worldbuilding


Drinking this week: An IPA (Bellwoods)

Playing this week: Bravely Default II, Resident Evil 3 Remake

Mike and Alex Return to the concept of worldbuilding, armed with new concepts and examples. What exactly defines the act of worldbuilding? What are the different components of this act? What is the antithesis of worldbuilding?

ARGUMENT: Good literature concerns not merely what has happened but what kind of thing WOULD happen in accordance with categorical necessity[i]; it is "political" or inherently collective, considers individuals not in themselves but in relation to the machine, as part of wider categorical or ontological assemblages[ii]. We are forced to cast our gaze on their metaphysics [in a manner others have done with respect to pop music[iii]].

A sound metaphysics is the difference between world building and the commodification of a world, rendering it "a fictional system which can be added to infinitely", spectacle or pantomime at the level of particulars without an informing ground[iv]. It is not merely the appropriation or reuse of aspects of other worlds that qualifies a commodo-world, for all world building proceeds by decomposition and recomposition[v], does not proceed ex nihilo. The antithesis of worldbuilding is instead the appropriation of particular tropes onto a flat plane which then metastasize and proliferate as a shuddering aggregation with no governing metaphysics (or no conscious and sound one). 


References

[i] Aristotle Poetics 16 (https://www.amazon.ca/Poetics-Aristotle/dp/0140446362?source=ps-sl-shoppingads-lpcontext&psc=1)

[ii] Deleuze Kafka 17, 81 (https://www.amazon.ca/Kafka-Toward-Literature-Gilles-Deleuze/dp/0816615152)

[iii] Gayraud 417 (https://www.amazon.ca/Dialectic-Pop-Agn%C3%A8s-Gayraud/dp/1913029557)

[iv] Fisher 220 (https://www.amazon.ca/K-punk-Collected-Unpublished-Writings-Fisher/dp/191224828X)

[v] Intelligence & Spirit 426 (https://www.amazon.ca/Intelligence-Spirit-Reza-Negarestani/dp/0997567406)


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Gaming Under the Influence
[Podcast]E.69

Bravely Default 2: is there a good kind of repetition?

M. John Harrison’s idiot take on worldbuilding


Drinking this week: An IPA (Bellwoods)

Playing this week: Bravely Default II

This week, Alex & Mike at GreenDragonCVR discuss the prolific repetition - of brands, ideas, mechanics - that characterizes the video game industry. While repetition can tend toward banality and cloning, this is not always the case. On the basis of Bravely Default II, the concept of a genetic clone is contrasted with the possibility of growing entirely new specific cases from the soil of preexisting things.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.68

The Coolest Upcoming Games.

M. John Harrison’s idiot take on worldbuilding


Drinking this week: Sugar Trill Gang IPA (Blood PRothers), Paps Pilsner (Oast House)

Playing this week: Bravely Default II, The Legend Of Zelda: The Wind Waker

After a week jam-packed with video game news, Mike & Alex discuss some of the upcoming titles we are looking forward to including: Solar Ash, Returnal, Deathloop, & Kena: bridge of spirits. We also learn that The Pokemon Diamond and Pearl Remakes are real, announced alongside a brand new game titled Pokemon Legends: Arceus. This one described as an open world RPG, how that differs from the current mainline games? We are not quite sure yet, though it appears to need some more time in the oven. The future is looking bright for good video games as our excitement has reached a new level for 2021. Cheers, as we anticipate exciting times ahead.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]E.67

Ethan Returns to REVIII:
What does it mean to build a ‘world’?

M. John Harrison’s idiot take on worldbuilding


Drinking this week: Sugar Trill Gang IPA (Blood PRothers), Paps Pilsner (Oast House)

Playing this week: Final Fantasy ViiR, X, XV

Mike at GreenDragonCVR writes: news has surfaced that Ethan will return as the protagonist of Resident Evil VIII. This adds a layer of continuity with the previous entry beyond the overarching universe. Meanwhile Alex is busy with three different Final Fantasy games at once (VIIR, X, XV), which have continuity of an entirely different sort (if any). Join us for a comparison of these and other franchises to uncover some of the different ways it is possible to engage in the act of “worldbuilding”. To build a world is not necessarily to fictionalize a planet or society; a “world” is any kind of [constructed] context or ecosystem, with its own internal logic, categories and structures. It can be a whole planet, a society, a period in time or just the relationship of a few people.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under
the Influence
[Podcast]E.65

Nioh 2:
Some key mechanics for new & returning players

Nioh 2 Does Loot Well

Efficient loot recycling dissolves the grind


Drinking this week: Sugar Trill Gang IPA (Blood PRothers), Paps Pilsner (Oast House)

Playing this week: Werewolf TAE, YS IX Monstrum Nox, Nioh 2

Nioh 2 has been subject to a renewed surge of interest since the PS5 remaster came around. But after putting it down almost a year ago, getting back into this beastly grindcore soulslike can be daunting. This week, Mike & Alex are here to go over some of the mechanical complexities and unique aspects of Nioh 2. Including a discussion of burst counters, efficient loot recyling, Nioh’s historical fantasy & overall accessibility in comparison to other soulslike games.

Also including a brief discussion of Werewolf: The Apocalypse - Earthblood & Ys IX: Monstrum Nox; both will be treated further next week.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]
E.65

‘AA Spotlight Part 1: YS IX

#NUPS2: The Revival of ‘AA Publishing


Drinking this week: Mash Up the Jam (Collective Arts), Roman Candle IPA (Bellwoods Brewery)

Playing this week: Little Nightmares II, Ys IX: Monstrum NOx

In 2019 & 2020, the ‘AA [double-A] publishing space was flooded with more noteworthy and interesting titles than we have seen in recent console generations. Games like Greedfall, The Surge II, & Maneater recall the glory days of mid-tier PS2 publishing. The first quarter of 2021 may be lacking in huge AAA releases, but for the next few weeks you can join GreenDragonCVR for an exploration of Q1 AA titles and the companies that make them: first up is Ys IX Monstrum Nox. This game, developed by Nihon Falcom, exhibits the eccentricity and experimental style that seems to characterize ‘AA development. Next week: Little Nightmares 2


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Video Games Have a

Business Problem

a healthy relationship between art & video games

Gaming Under the Influence
[Podcast]
E.64


Xbox isn't wrong for charging more
they are wrong for having nothing to charge for


Drinking this week: Mash Up the Jam (Collective Arts), The Darkest One Stout (The George)

Playing this week: Resident Evil VIII Maiden Demo, Disco elysium, Deadly Premonition, Final Fantasy X

Xbox's planned, then abandoned, price hike for online membership has irritated the internet, but not for the right reasons. No one will ever enjoy a price increase. But the real problem on the part of Microsoft is the consistent lack of worthwhile things on offer in exchange for any quantity of our money, having cannibalized their core brands and refused to invest in ambitious or noteworthy new IPs. Join us at GreenDragonCVR for a discussion of what a healthy relationship of video games and business might look like. Also featuring the fantastic Resident Evil VIII Maiden demo (Resident Evil makes an interesting counterexample to MS franchises: still made by the same people making a very different sort of game, while Halo is made by different people making the same!)


ARGUMENT: We have [with the Xbox brand] an instance of "market immanentization", Cyberpunk style. Where, not only does the business entity reduce the game-thing to a "trade format commodity"... the knower-player HIMSELF conceives of it in those terms, reducing the game to a "product", indexed in terms of "value", related to himself as "consumer". Whereas (like we have prescribed in the past) the game should NOT be market-immanent; it should be an external element the "market" instrumentally (or at least symbiotically, for mutual benefit) serves.

A corporation is an inanimate machine for the generation of profit. Since run by men, its tendency to immanentize difference can be resisted, to maintain such a (merely) "material" overlap of the objects of "market" and "art". Both pursue their formal objects in the same local area to mutual benefit. But if market-immanence is taken as the formal object of art, the thing enshrined in the artist’s concept and work, the work will contain nothing but market-relative or reducible [skin-deep] elements. Everything else is discarded ("single player games aren't popular"). The result will be an alien's parodical attempt to represent a game.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Why Do We Play?

The Special Merits of the Video Game Medium

Gaming Under the Influence
[Podcast]
E.63


The Special Merits of Video Games
[as an artistic medium]

The “trans-subjective” nature


Drinking this week: Mash Up the Jam (Collective Arts), The Darkest One Stout (The George)

Playing this week: Disco elysium, Red Dead Redemption 2

What makes video games different (or better) than other artistic mediums at expressing a given subject matter? This week, Mike & Alex discuss the special qualities of video games over text, film etc in the context of Red Dead Redemption 2’s epilogue.

The Special Merit of Video Games (using the epistemic terminology of Jacques Maritain):

Intellective knowledge by concepts [in philosophy or science] presents an objectifiable or “transobjective” subject, stripped of its own existence… taken under this or that one of its determinations… in a state of abstraction and universality. Poetic and sensory knowledge present the extramental thing “connaturally”, as it acts upon the [sense] organ[s] through its qualities, offering itself to be sensed with the selfsame existential mode it exercises outside the mind; the thing is known concretely but still as object. Video games impose a transsubjective nature, not [like a transobjective subject] presented to the mind [of the knower-player] as object, but [habitually, as a persistent quality or condition perfecting in the line of ITS OWN NATURE the informed subject,] interpolated atop [an erasure or transgression of] the knower’s own subject-position and univocal “quidditative determination”, known as [and only in so far as] we know ourselves, “not as object but subject, in midst of [in contradistinction to] all other subjects we know only as object”.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Why Do We Drink?

Intoxication & Contemplation (Disco Elysium & the Drama of Being)

Gaming Under the Influence
[Podcast]
E.62


Intoxication in Video Games

Shamanic Substance Use


Drinking this week: Roman Candle IPA (Bellwoods), The Darkest One Stout (The George

Playing this week: Disco elysium, Final Fantasy X

The video game medium is full of amusing and insightful depictions of intoxication. As a literary trope distinct from mere "drunkenness", intoxication refers to a "half-death and resurrection", induced by chemical substances in order to strip away contingent meaning & attain some metaphysical insight. Join us this week for a guided tour of the very best depictions of intoxication in recent years. Includes a description of the trope & a discussion of intoxication in Dune, Disco Elysium, Cyberpunk, AC Valhalla, The Witcher 3.


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Cyberpunk 2077 & Technocapital Singularity

The Reduction of Man to Trade-Format Interchangeable Parts

Gaming Under the Influence
[Podcast]
E.61


Disco Elysium vs Cyberpunk 2077

Lore, Concepts, Mechanics


Drinking this week: mash up the jam- collective arts

Playing this week: Disco elysium, Cyberpunk 2077, final fantasy xv &

pokemon shield

If you've followed our December coverage, you'll know we are big fans of Cyberpunk 2077 and the dystopian vision it conveys. It is a delight to explore the impact of technocommodification on human nature and consciousness, through a narrative packed with interesting concepts: digital ghosts, reincarnated CEOs, AI superminds & cybermadness. There is some significant conceptual overlap: both games take as a primary concern the total effacement of human identity, dissolution of the subject position as the Real encroaches (due to technosingularity or alchoholism). But Cyberpunk wraps all this in conventional AAA open world package that can detract from the very worldbuilding that makes the game special. Disco Elysium is an enlightening counter-experience, demonstrating that the same caliber of worldbuilding is possible with mechanically-streamlined, experimental gameplay inspired by tabletop RPGs.

• Your character's failure of identity is a smaller picture (microcosm, instance) of DE's obsessive focus: a vision of reality (Elysium, classical/humanist/even modern ontology) itself is "failed" and internally inconsistent (from the perspective of the humanist subject, this-distinct-from-that). Between its human participants, seething parts and incomprehensible (essentially-varied) bottom layer, reality exhibits the same polyvalent, swarming difference (or "thwarted" nature) that occurs in Harry's mind.

• Elysium: in recognizing its failure, Harry "traverses the fantasy", experiences a "second death", but not of the body (though evidently that looms). The whole symbolic texture he has occupied so far, his entire understanding of reality, including the very composition of his identity, has been effaced. Harry has unreservedly embraced the "death drive": the tendency to extinguish the sociosymbolic network imposed over the Real (our inscription in which is the result of "desire" that can never be sated, only "hysterically" circled). It is a sort of "passion for the real", to penetrate Elysium and its fictions and attain the "real basis of things". This is described by Harry as his personal mission on multiple occasions, with the conceptualization stat governing his ability to query others on the subject.

• "Little pieces" of this swarming, polyvalent real crop up everywhere in the game to thwart not only the murder-mystery (with Harry's role as an extrinsic knower compromised and abundant, unsolvable inconsistencies), but also the course of all ideology and human progress in Revanchol. We bear witness to history itself embracing the death drive, losing all coordinates of meaning and collapsing back into a homeostatic state. The game is here to depict this collapse in great detail.

Thanks to @Kybitzed (on YouTube) for the following incredible video, which inspired the train of thought we pursue in this episode https://youtu.be/1YNYVfES7BA


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We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]
E.60

  1. Cyberpunk 2077 Lore

  2. Wtf is mikoshi?

Cyberpunk 2077 & Technocapital Singularity

The Reduction of Man to Trade-Format Interchangeable Parts


Drinking this week: mash up the jam- collective arts

Playing this week: Cyberpunk 2077, Dragon Quest 11 S, Stardew Valley

Cyberpunk2077 hits like a truck. Mike & Alex are here to talk about the unparalleled achievement of world & character building that is Cyberpunk2077, including definitions of such terms as ‘Mikoshi’, ‘engram’ & ‘digital matter’. What does it mean for two minds to inhabit a single body? For technology to dissolve the boundaries of ‘mind’ altogether?


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]
E.59

  1. Does 2020 compare to 2019 in terms of video game releases?

  2. Mike says yes, Alex says not quite

Cyberpunk 2077 & Technocapital Singularity

The Reduction of Man to Trade-Format Interchangeable Parts


Drinking this week: mash up the jam- collective arts

Playing this week: Cyberpunk 2077, Dragon Quest 11 S, Doom eternal

2020 is winding down. Mike & Alex are here to talk about all the highlights of the past year. In 2019 major publishers marketed their return to single-player with Jedi Fallen Order & Sekiro. This year, the quantity of excellent games was no less substantial. Featuring a discussion of games as an instrument for world-building, recent indie soulslikes and the greatest hits of the year, including Cyberpunk 2077, Maneater, Demon's Souls Remake & Final Fantasy VII Remake


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]
E.58

  1. Cyberpunk 2077

  2. continued discussion of the controversy surrounding CDPR & glitches in early builds of the game

  3. EXP boost added to Assassin’s Creed Valhalla

Cyberpunk 2077 & Technocapital Singularity

The Reduction of Man to Trade-Format Interchangeable Parts


Drinking this week: Blonde Lager - Great Lakes Brewery, Cold Brew CoffeE - Station Cold Brew

Playing this week: Cyberpunk 2077, Dragon Quest 11 S, Borderlands 3

Mike & Alex have spent a week navigating the controversy surrounding Cyberpunk. While the overwhelming majority of commentators remain fixated on consumerist pet causes, the quality and content of the game (in its optimal state) has largely been forgotten. This episode features a continued discussion of why this approach is misguided… at least for people who care about video games. Also treating the greasy post-launch addition of a paid EXP boost to AC Valhalla.


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

Subscribe
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Gaming Under the Influence
[Podcast]
E.57

  1. Cyberpunk 2077

  2. discussion of the controversy surrounding CDPR & glitches in early builds of the game

Cyberpunk 2077 & Technocapital Singularity

The Reduction of Man to Trade-Format Interchangeable Parts


Drinking this week: Cactus Head (Blood Brothers), Jelly King Cranberry Tangerne (Bellwoods)

Playing this week: Cyberpunk 2077

Cyberpunk 2077 is everything we could have hoped for. Mike & Alex are here to describe their ~20hr impressions, as well as discuss the controversy surrounding CDPR & glitches in early builds of the game.


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

Subscribe
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Gaming Under the Influence
[Podcast]
E.56

  1. Assassin’s Creed Valhalla deserves attention (especially after Demon’s Souls)

  2. and it does microtransactions right

Read our short article,
“Open-World Progression”

A matter of progression, not genre


Drinking this week: Live Transmission (Flying Monkeys), Bellweiser Pink Grapefruit (Bellwoods)

Playing this week: Assassin’s Creed Valhalla & Demon’s souls

Are you starved for a next gen game to play? Are you wondering if Assassins Creed Valhalla is worth your time? Do you think Ubisoft gave up making good games a hundred years ago? Alex has finished Demon's Souls and Mike is here to convince him ACV deserves attention. Featuring a) a discussion of the multilayered world-building, which descends from gods and secret history down to the physical properties of wood; b) the clever measurement of open-world progression by story and c) the "best case scenario" implementation of MTX in ACV


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

Subscribe
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Gaming Under the Influence
[Podcast]
E.55

  1. The Game Awards Nominees

  2. why they suck

Read our article,
“Video Game Philosophy East & West”

Anthropocentrism or not?


Drinking this week: Blonde Lager (Great Lakes Brewery) Jelly King - Plum

Playing this week: Call of duty black ops cold war, nioh 2

The nominees for 2020's Game Awards have been announced. Mike & Alex are here to explain why the bevy of western-style, anthropocentric games dominating the show in 2020 are inferior to last year's entries, and even to Japanese titles conspicuously absent from this list of 'Game of the Year' contenders. Including a discussion of why Half Life Alyx is awful in concept, the sentimentalism of God of War 2018 and why Nioh 2 should be GotY 2020.


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

Subscribe
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Gaming Under the Influence
[Podcast]
E.54

  1. Demon’s Souls is over

  2. What to play next?

Read our article,
“The Summer of Souls”

some great indie soulslike games in 2020


Drinking this week: Squeeze Play blueberry kettle sour (Left Field)

Playing this week: Nioh 2, Demon’s Souls

Demon's Souls Remake is done. Alex and Mike are experiencing soulsborne withdrawal and are here to describe some recent entries in the genre to tide you over until Elden Ring. From the loot-based progression of Nioh 2, Gnostic worldbuilding of Mortal shell to the sci-fi horror of Hellpoint, join us for a jaunt through the best souslike games of 2020.


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

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Gaming Under the Influence
[Podcast]
E.53

  1. PS5 Launch

  2. Demon’s Souls Remake

Read our article,
“Demons Souls & the Drama of Being”

The Monstrousness of God


Drinking this week: Jam Up the Mash Kettle Sour (Collective arts)

Playing this week: Demon’s Souls Remake

Alex & Mike have completed the Demon's Souls remake and are here to gush to you about how, with this incredible game, PS5 comes barreling out of the gate with the best console launch of all time. This is the same genre-inventing epic we fell in love with eleven years and one month ago, with a fresh visual interpretation courtesy of Bluepoint. Also featuring a brief discussion of the lightning fast hardware and fine user interface of our new PS5s. Cheers to next gen and the Soulsfam.


Become a Patron
CA$5.00 every month

We use Neo-Thomistic philosophy to analyze video games as fine art. Against corporate & political interests, we argue they (should) exist solely to be beautiful: self-contained, self-justifying acts of worldbuilding. Subscribe for a nominal monthly fee to support our project. No gimmicks, tricks or bonuses: if you believe in what we do, we are happy for your help.

Subscribe
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