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	<title>NYPress.com - New York&#039;s essential guide to culture, arts, politics, news and more &#187; video games</title>
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		<title>Now Take Them Out, Devils: The Marriage of Music &amp; Narrative in the Video Game Bastion</title>
		<link>http://nypress.com/bastionmusic/</link>
		<comments>http://nypress.com/bastionmusic/#comments</comments>
		<pubDate>Tue, 05 Mar 2013 21:19:23 +0000</pubDate>
		<dc:creator>Simon Lazarus Vasta</dc:creator>
				<category><![CDATA[Arts & Film]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[darren korb]]></category>
		<category><![CDATA[narrative innovation]]></category>
		<category><![CDATA[Simon Lazarus Vasta]]></category>
		<category><![CDATA[supergiant games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://nypress.com/?p=61223</guid>
		<description><![CDATA[Recently, when I&#8217;m not performing diligent research, sifting through a hard drive&#8217;s worth of mp3s, resting my chin in my hands contemplatively and having deep deep thoughts about pop songs for you lovely people, I&#8217;ve been playing a video game called  Bastion. It&#8217;s a really fun game, but more importantly, it&#8217;s a genuinely moving experience. If ]]></description>
				<content:encoded><![CDATA[<p><a href="http://nypress.com/wp-content/uploads/2013/03/Screen-Shot-2013-02-28-at-2.43.39-PM.png"><img class="alignnone  wp-image-61224" alt="Screen Shot 2013-02-28 at 2.43.39 PM" src="http://nypress.com/wp-content/uploads/2013/03/Screen-Shot-2013-02-28-at-2.43.39-PM.png" width="589" height="368" /></a></p>
<p>Recently, when I&#8217;m not performing diligent research, sifting through a hard drive&#8217;s worth of mp3s, resting my chin in my hands contemplatively and having deep deep thoughts about pop songs for you lovely people, I&#8217;ve been playing a video game called  <em>Bastion</em>. It&#8217;s a really fun game, but more importantly, it&#8217;s a genuinely moving experience. If it was just the <a href="http://www.allgame.com/style.php?id=180">Isometric Action RPG</a> it is in its core mechanics, that would be fine, but it&#8217;s<i> Bastion&#8217;s </i>presentation that makes it so unique and fantastic. That&#8217;s not to say that it&#8217;s style over substance; rather, it&#8217;s substance communicated perfectly by style. The most basic element of this is that <i>Bastion </i>is remarkably pretty, a techni-watercolor post-apocalypse that is simultaneously cartoony and grim. Added to this is the unreliable narration of Rucks (voiced beautifully by Logan Cunningham) who wryly comments on our actions as we hack and slash and shoot and explode our way through this ruined world, foreshadowing betrayals of trust and revealing dark secrets.</p>
<p>And all that would be enough to set <i>Bastion </i>apart from the pack: Wild-West tinged apocalyptic fantasy game, a Cormac McCarthy fairytale, wonderfully written and presented, full of depth and charm. But what elevates <em>Bastion </em>from a great game to an excellent one is its music, and the way it&#8217;s interwoven with the narrative.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/mX48y24t9iU?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><em>Bastion</em>&#8216;s soundtrack was composed by Darren Korb, a New York-based musician with a background in scoring movies and television. Korb&#8217;s seamless blend of steel-bodied cowboy country, big beat electronica, western classical, and American and Middle-Eastern folk musics breathes uncanny life into the gameworld. The violent struggle for survival, the uneasy peace between rival countries Caelondia and Ura, the despair brought about by living off the scraps of your own dead civilization, and the hope of a brighter future (or a return to the comforting arms of the past); these things are present not only in the game&#8217;s visuals and narration but in the martial chaos of the industrial drum, oud and mouth harp-led <a href="http://www.youtube.com/watch?v=6-aexLJKwME">&#8220;Terminal March&#8221;</a> and the frontiers-y, old west-meets-breakbeats jam <a href="http://www.youtube.com/watch?v=-jU9EFTMhbY">&#8220;In Case of Trouble.&#8221;</a></p>
<p>But while Korb&#8217;s compositions certainly flesh out <em>Bastion</em>, it&#8217;s the folk songs he wrote for the game that most inform the narrative. <a href="http://www.youtube.com/watch?v=Jz8c17upEwM">&#8220;Build That Wall&#8221;</a> and <a href="http://www.youtube.com/watch?v=YlfUcnSbKDA">&#8220;Mother, I&#8217;m Here&#8221;</a> are sung by two of the game&#8217;s secondary characters (one of whom&#8217;s singing voice is Korb himself). They songs are relics of the world destroyed by the Calamity, the remnants of an all but extinct culture. They are eulogies and warnings, an attempt to hold on to the ephemeral and an acknowledgement of the inevitable. One of the most remarkable things about these songs isn&#8217;t fully evident until the end of the game, where they are combined into the soaring, sadly beautiful and beautifully sad <a href="http://www.youtube.com/watch?v=GDflVhOpS4E">&#8220;Setting Sail, Coming Home.&#8221;</a> The songs are reflections of each other, parts of a larger whole. And, moreover, depending on the choices you make in the endgame, one&#8217;s interpretation of the lyrics is shifted. I don&#8217;t want to spoil too much, so I&#8217;ll just say that &#8220;Setting Sail, Coming Home&#8221; is as split between wanting to return to a bygone world and trying to build something out of its ashes as the rest of game is. I may or may not have teared up at the end of my first playthrough.</p>
<p><em>Bastion </em>can be played on pretty much anything from an iPad to an XBox 360, and I strongly advise you to do so. Even if you are video game averse (and seeing as the medium is currently dominated by dumb, jingoistic bullshit like the <em>Call of Duty</em> games, I really can&#8217;t blame you) you should at least watch a few gameplay trailers, and listen to Darren Korb&#8217;s fantastic soundtrack. Hopefully it&#8217;ll change yer mind.</p>
<p><em>That&#8217;s this week in NTTOD. Follow Simon Lazarus Vasta on Twitter <a href="https://twitter.com/Hunter_S_Narc">@hunter_s_narc.</a></em></p>
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		<title>What A Video Game Says About a Culture: Review of Binary</title>
		<link>http://nypress.com/shallow-children/</link>
		<comments>http://nypress.com/shallow-children/#comments</comments>
		<pubDate>Thu, 17 May 2012 03:47:19 +0000</pubDate>
		<dc:creator>City Arts</dc:creator>
				<category><![CDATA[Arts & Film]]></category>
		<category><![CDATA[binary domain]]></category>
		<category><![CDATA[blade runner]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[robotics]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://nypress.com/?p=46445</guid>
		<description><![CDATA[By Steve Haske Criminally overlooked in retail despite its unique qualities, Binary is in many ways similar to Blade Runner: in the future, cybernetic technology is so advanced that it becomes possible to create robots that are indistinguishable from humans. After a U.S. attack by a so-called “hollow child,” an international spec-ops team is sent to ]]></description>
				<content:encoded><![CDATA[<p>By Steve Haske</p>
<p><a href="http://nypress.com/wp-content/uploads/2012/05/BinaryDomain2.jpg"><img class="alignright size-full wp-image-46446" title="BinaryDomain2" src="http://nypress.com/wp-content/uploads/2012/05/BinaryDomain2.jpg" alt="" width="300" height="300" /></a></p>
<p>Criminally overlooked in retail despite its unique qualities, Binary is in many ways similar to Blade Runner: in the future, cybernetic technology is so advanced that it becomes possible to create robots that are indistinguishable from humans. After a U.S. attack by a so-called “hollow child,” an international spec-ops team is sent to Japan to apprehend the creator of the world’s most advanced robotics technology, under violation of an international treaty banning the research and development of sentient intelligence in machines. Only unlike Blade Runner’s replicants, hollow children have no idea they’re not human.</p>
<p>There’s plenty of commentary that can spark just from this setup: humanity playing God, ethics in technology or even, as Binary was developed by a Japanese team, issues Japan has historically grappled with regarding its military stance or its own cultural identity. It’s a bit unexpected for a game whose surface-level description could be summed up as using automatic weapons to destroy robots.</p>
<p>Binary’s self-awareness is likely its most fascinating aspect. On a design level, this manifests in the AI of your enemies, all Japanese-manufactured cybernetic soldiers (nicknamed “scrapheads”). Thematically tying in with the idea of evolution, they dynamically react to changing battle conditions, adapting as situations warrant by, say, shooting malfunctioning teammates or picking up weapons even if primary shooting limbs have been blown off.</p>
<p>Yet hollow children aren’t self-aware. They are ignorant to the reality that they’re actually machines. The only thing that separates them from the scrapheads on the battlefield is a layer of artificial skin and implanted memories. And if these androids lived as humans for so long, what can it even mean to be alive?</p>
<p>It’s almost impossible to get into the meat of Binary without revealing too much about the narrative, which twists unexpectedly while raising heavy questions about natural selection and the dichotomy between real and artificial life. Interestingly, the developers also acknowledge the cultural stereotypes Japan usually affords foreign culture, lending a touch of Zoltan Korda’s Sahara to the proceedings—all this in the body of a dumb sci-fi shooter.</p>
<p>Binary Domain is available now on PS3 and Xbox 360.</p>
<p>Steve Haske is a Portland-based journalist. You can follow him on Twitter <a href="https://twitter.com/#%21/afraidtomerge" target="_blank">@afraidtomerge</a>.</p>
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		<title>Searching for Downtown Prodigies: The New, Fresh Face of Gaming</title>
		<link>http://nypress.com/searching-downtown-prodigies-new-fresh-face-gaming/</link>
		<comments>http://nypress.com/searching-downtown-prodigies-new-fresh-face-gaming/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 18:19:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Arts & Film]]></category>
		<category><![CDATA[Breaking News]]></category>
		<category><![CDATA[Demetri Sofides]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[MacArthur Foundation]]></category>
		<category><![CDATA[The Game Changers]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Xavier High School]]></category>

		<guid isPermaLink="false">http://otdowntown.com/?p=3511</guid>
		<description><![CDATA[By Beth Mellow Unlike his peers, Xavier High School sophomore Demetri Sofides doesn’t just play video games on his computer—he designs award-winning versions of them. In 2010, Sofides was one of 13 winners from around the world of “The Game Changers,” a digital media and learning competition co-sponsored by video game publisher Electronic Arts and ]]></description>
				<content:encoded><![CDATA[<p>By <a href="http://nypress.com?s=Beth+Mellow">Beth Mellow</a></p>
<p>Unlike his peers, Xavier High School sophomore Demetri Sofides doesn’t just play video games on his computer—he designs award-winning versions of them.</p>
<p>In 2010, Sofides was one of 13 winners from around the world of “The Game Changers,” a digital media and learning competition co-sponsored by video game publisher Electronic Arts and the MacArthur Foundation. Sofides’ winning entry was a new level he developed for Electronic Arts’ game, Spor. “The game has this feature where you are able to create creatures and buildings, so I used it to create a ghost story called The Lantern Bearer,” he explained.</p>
<p>Sofides’ prize was a trip to Electronic Arts’ studios in Redwood City, Calif. For Sofides, who has been designing games for as long as he has been able to type, it was a dream come true. “It was pretty cool. I still keep in touch with one of their lead designers,” he said.</p>
<p>Sofides’ first love, however, is board games. He admits to still having a desk drawer filled with art and concepts for games yet to be created. At a certain point, however, he decided to retire Monopoly and Trivial Pursuit and try his hand at designing video games. His interest in art and writing is also an asset in developing his work, which often has pleasing aesthetics and engrossing storylines.</p>
<p>With his end goal of becoming a professional game designer, Sofides explains that he follows the advice outlined in Malcolm Gladwell’s New York Times bestseller, Outliers. “People who reach the top of their fields, according to this book, accumulate 10,000 hours of practice. I’m working to get in my 10,000 hours of practice in game design.”</p>
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		<title>Mommies Join the ‘Bad Girl’ Club</title>
		<link>http://nypress.com/mommies-join-the-bad-girl-club/</link>
		<comments>http://nypress.com/mommies-join-the-bad-girl-club/#comments</comments>
		<pubDate>Fri, 05 Jun 2009 21:50:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[On Topic OTDT]]></category>
		<category><![CDATA[Opinion and Column]]></category>
		<category><![CDATA[New York Gal]]></category>
		<category><![CDATA[organic food]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://westsidespirit.com/?p=2368</guid>
		<description><![CDATA[Bad girls have always enjoyed a certain cachet. They’re wild and fun, dress provocatively and act with damn-the-consequences abandon. And now it seems mommies have gotten into the act. Currently, it is cool to be a “bad mother.” Fifteen years ago when my first child was born, the Manhattan mommy bar was set at perfection. ]]></description>
				<content:encoded><![CDATA[<p>Bad girls have always enjoyed a certain cachet. They’re wild and fun, dress provocatively and act with damn-the-consequences abandon. And now it seems mommies have gotten into the act. Currently, it is cool to be a “bad mother.”<br />
Fifteen years ago when my first child was born, the Manhattan mommy bar was set at perfection. The big brag around the 76th Street playground was that no one’s kid drank tap water or watched television, and 2-year-olds were overscheduled so their mothers could lay claim to the high achieving child (“Monday’s sports, Tuesday’s French, Wednesday’s…”).<span id="more-2368"></span> There were the mothers who couldn’t tell you fast enough how many words their children knew, or which celebrity’s child was in their class, as though that somehow raised the profile of their little one. I even had a friend who made her own baby food because she questioned whether Gerber, with their more than a half century in business, could actually be trusted to mash the peas.<br />
And who was I to mock? I who framed (not hung on the fridge with alphabet-shaped magnets, but framed) every crayon squiggle my child put to paper, then directed visitors to appreciate the “art” the way a docent would signal, “This way to the Picasso.”<br />
More power to today’s new moms who apparently don’t have to live up to this June Cleaver-on-crack standard of parenting—but is calling oneself “bad” any better?<br />
First, let’s define “bad.” For my money, that would be the one who drowned her kids in the tub, or the ones who let their boyfriends backhand their children into comas or worse, or any who graduated from The Joan Crawford School of Wire Hanger Parenting.<br />
According to the “Bad Parent” column on babble.com though, the BP is someone who lets her child play video games, which turn the toddler into a skilled gamer; gives her child non-organic food (a.k.a. regular, pre-packaged, off-the-shelf stuff) so there is more money for things like tuition and new shoes; and walks around the house naked, but says it’s helping her raise an uninhibited child. Sounds more like backdoor complimenting than anything that connotes badness. Perhaps “unconventional” is really the word they’re looking for.<br />
Then there’s “bad” according to that horror of a television show In the Motherhood, where three jaded, kind of mean, disdainful mothers are rude to other mothers as well as children. These characterizations are supposed to be acceptable because the program’s storylines are based on true mommy tales shared on the ABC website. I checked out some of these video confessions. Someone’s kid had a meltdown in Sears. Another’s daughter said something embarrassing at the grocery store. Then there was the one who didn’t like picking up her kid from school because the teacher would assault her with a rundown of her child’s daily misdeeds. How does this make these mothers bad?<br />
Last but not least there are the mothering books touting this theme. The most popular seems to be Bad Mother, by Ayelet Waldman. Even though the title jumps on the bad bandwagon, the book itself points out the anxieties that riddle motherhood, while actually encouraging women to give themselves a break.<br />
I’m all for that. And I think New York City moms can start said break-giving by not calling ourselves names, particularly ones that use “bad” as the adjective.<br />
Perhaps when this bad fad is over, the new trend will be to call us what we are: “Doin’ The Best I Can” Mother.<br />
&#8211;<br />
<em>Lorraine Duffy Merkl’s debut novel, Fat Chick, will be published in September by The Vineyard Press.</em></p>
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