That was the year that was: 2024

Ever since the pandemic, time feels like it’s been broken. Looking back at the films and TV series I’ve watched this year, the games I’ve played, and whatever else I did over the last 12 months, my most frequent reaction is “That happened this year?!” The temporal shape of things has been out of whack for a while, and it sometimes feels like this is getting worse – like we’re all stuck in one of the trippier episodes of Star Trek. Though I think it’s time to be honest about this: in part that’s also because I am approaching the big Five-Oh (and no, I’m not talking about Hawaii). This is my last New Year’s post before finishing my half-century, and that is a pretty freaky thought.

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They create worlds: Still Wakes the Deep and the limits of realism

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Still Wakes the Deep is a recent horror game made by the developer The Chinese Room, who had previously released two games I’ve written about, Dear Esther and Everybody’s Gone to the Rapture (the latter of which I wrote an entry in this series about). While the staff turnover at The Chinese Room has resulted in a company that looks very different from the one that made these earlier games, Still Wakes the Deep nonetheless carries the DNA of earlier titles by the developer; perhaps many of the people working at The Chinese Room these days were inspired by the likes of Dear Esther and Everybody’s Gone to the Rapture to apply at the company.

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I’ll be in my trailer… watching trailers: My, xenomorph, what big teeth you have!

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

Sometimes it’s the diamonds in the rough of any medium that prove to be the most memorable – or so Matt argues in this week’s Six Damn Fine Degrees.

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They create worlds: Like a Thief in the night

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Like most people who’ve been playing video games for a long, long time, I like a good first-person shooter. I still remember the excitement of playing Wolfenstein 3D, and then later Doom and Quake. There were 3D environments before these, but they popularised them, while also driving the hardware evolution that, some 30-odd years later, would see graphics cards that do real-time raytracing. (If you have no idea what any of this means, don’t worry: it’s not what the post will be about.)

But while it’s fun to run around a 3D environment wielding a gun and shooting baddies, those aren’t my favourite first-person games. Give me a choice between running around, guns blazing, enemies falling left, right and centre, and sneaking around in shadows and biding my time, and it’s usually the latter that appeals most.

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Six Damn Fine Degrees #185: Diamonds in the rough

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness.

There is certainly joy in encountering anything perfectly crafted. Whether we’re talking about films or books or songs or games, there are examples that are exactly what they set out to be and you can’t see a single thing you’d change. Such craftsmanship is exceedingly rare, but to see it is always amazing.

And yet: sometimes it’s the imperfection of something that makes it especially memorable.

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Six Damn Fine Degrees #167: We likes quizzes

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness!

There is something intensely likeable about movie quizzes. If you know the answer, you feel really quite smug: Yes, I’ve seen the movie, and I know a whole lot about that film – it was even produced by someone you wouldn’t expect. You get that warm, fuzzy feeling in your stomach because you’ve scored a point, while a lot of the others didn’t, you can tell from their puzzled faces, and you are inching just a tiny bit closer to the top spot. And on the other hand, if you don’t know the answer, you go into instant detective mode: I should know the answer, now how can I deduce that from the other movie that very same director has made just before this one? Hmmm… You rack your brain about a name, and then, with your last ounce of with and memory, you may just come up with the right answer. Most of the time, anyway.

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They create worlds: Assassin’s Creed Valhalla, or What I Did on My Viking Vacation

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

To be honest, I thought I’d burned out on the Assassin’s Creed games. For a long time, they were a staple in my gaming diet: a series of Dan Brownesque stores in which global conspiracies rub shoulders with ancient civilisations – and where you run around stabbing people. A lot. Mind you, while I kinda enjoy the ludicrousness of the setting, that’s not why I kept playing every single instalment in the series for the longest time. No, what kept bringing me back to the Assassin’s Creed well was that each game is mostly set at a specific place and time in history: I’ve climbed cathedrals in the Holy Land during the Third Crusade as well as in revolutionary Paris and late Victorian London. I’ve scaled Venetian palazzi and Egyptian pyramids. I’ve hobnobbed with the likes of Cleopatra, Blackbeard, the Marquis de Sade, half the Medici family, Dickens, Darwin and Marx. In short: I enjoyed the Assassin’s Creed games because they let me be a tourist, travelling less to distant countries than into the past.

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They create worlds: Sable

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

If I were to reduce the specific appeal that video games hold for me over any other medium, it wouldn’t be the predictable one. It wouldn’t be interactivity. Obviously it’s cool that games react to your actions, but let’s be honest: that interaction is often pretty limited – and, ironically, it tends to highlight the many ways in which the games aren’t actually particularly interactive. You can choose between option A and option B, or you choose whether to run left or shoot right. These actions can be fun, they can even be meaningful, but the freedom they offer isn’t exactly enormous.

No, the thing I’ve found that appeals to me most in games is exploration – and this is where I experience the freedom of games the most.

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I’ll be in my trailer… watching trailers: What a tangled web we weave

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

The recent news that apparently a remake of Alfred Hitchcock’s Vertigo was in the works sent ripples of outrage through some corners of the internet – but it seems that our resident Hitchcock-phile Sam is remarkably open-minded about the possibility of someone else taking a stab at the classic.

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