DENNIS SCIMECA
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Boston, MA
Dennis Scimeca is a freelance writer from Boston, MA who published his very first video game opinion piece here on Bitmob. Dennis has since been widely published in the video game press on G4TV's The Feed, Gamasutra, GamePro, @Gamer and Complex magazines, PocketGamer.biz, Ars Technica and Kotaku. He also writes a weekly column on The Escapist, "First Person," which originally ran on Bitmob in early 2011. Please check out his blog, Punching Snakes, or enjoy his random excitations on Twitter!
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FEATURED POST
Me2_bm
Should all games be reviewed the same way, or should RPGs get the same treatment as MMOs?
Wednesday, January 19, 2011 | Comments (7)
POST BY THIS AUTHOR (55)
Shoe_and_demian
I ran into Bitmob Co-founder Shoe at E3 this year and told him a story. He then asked me to tell the story to all of you here. So here I am to say that I never would have broken into games journalism without Bitmob, and I’m incredibly grateful for the site....
Brink-logo
Good or bad as their results may be, the reviews of Brink were almost certainly written under abysmal conditions. They were rushed, and likely unrepresentative of the experience you may have while playing the game...so why do you put up with them?
Blue_ocean_bm
It’s exciting to see the innovative results of Nintendo's "blue ocean strategy," but sometimes it’s beneficial to recognize trends and fall into line. Video games and gaming platforms are moving steadily further into the realm of online connectivity, and Nintendo is not keeping up.
2guys_1title
Game reviews come in all shapes and sizes. Which ones are good, and which ones aren't? Are there any parameters by which we can make that determination? This week's First Person column offers the beginning of an answer by the answer to another question: what's the difference between a game review and game criticism?
Metacriticlogodealspwn
Have you ever been so excited about a new game coming out that you just have to see if any early reviews for the game have been listed on Metacritic? Don't. You might be setting yourself up to get played.
2guys_1title
Jane McGonigal loves to talk about the power of gamers and games to change the world, even when her perception of gamers doesn't match the reality of their culture. Bear witness to McGonigal encountering the most basic of gamer stereotypes: the exploiter.
2guys_1title
Does the word "gamer" have any meaning or, as Leigh Alexander suggests in her monthly Kotaku column, does the word do more harm than good? In this week's First Person column, Dennis Scimeca states his case for redefining the word in order to make it worth keeping.
2guys_1title
The Dead Island trailer is a brilliant piece of filmmaking, but it tells us absolutely nothing about the game. Should we be more critical in our reactions to this sort of marketing?
2guys_1title
Many people treat E3 like an industry party or a prize for writing about games. With E3 management clamping down on media badges, hopefully this will change.
Drawingdickwolves_bm
The controversy over Penny Arcade's Dickwolves shirts, and the strips that inspired their creation, has almost spiraled out of control. Dennis Scimeca lays out the history, explains the issues, and argues for some sanity at PAX East 2011.
Interview_bm
The hardest part of an interview isn't conjuring up interesting questions or surmounting your nervousness: It's getting past company PR.
2guys_1title
The Beta for DC Universe Online ended this evening. Is it an innovative title that may bring an MMO effectively onto the consoles, or just a franchise cash-in with little appeal past the comic book iconography?
COMMENTS BY THIS AUTHOR (202)
"For me, the kind of outrageous gore and violence you're writing about serves as a release. It's an opportunity to do something which is verboten in civilized society, and therefore has an innate attractiveness like many other taboos. The virtuality of the experience makes it acceptable, or even humorous.

Fallout 3 was my first real exposure to this sort of thing (if there had been prior examples of that sort of gore in all the video games I had played before, it either wasn't bad enough to make a lasting impression, or I just didn't notice it). My first character was of Very Good alignment, so my second character was a Very Evil psychopath. I called him Vault Boy.

One day Vault Boy was fighting through a bunch of bandits, I think - human opponents of some sort - and ran out of ammunition, so I switched up to a sledgehammer and pounded the final enemy with it. I was just laying on the trigger, and so I swung once too many times, and I hit the corpse's arm with a strong blow...and the arm exploded.

I'd blown enemies apart with my Very Good character, as I'd given her the Bloody Mess perk for the extra damage bonus, but I'd never actually -tried- to disassemble anyone. So I walked around the corpse and smashed its other arm, its legs, and finally smashed its head like a ripe melon.

And then I laughed so hard that tears streamed from my eyes and I saw stars, as the Imp on my shoulder realized all the fun that my psychotic, Very Evil character could have with this.

I decided that after every battle was over, Vault Boy would go around and smash all the corpses into chunks. As I traveled around the world and returned to scenes of past conflicts, the chunked-up bodies were still there. I imagined other Wasteland travelers seeing them and thinking "Oh, snap! Vault Boy's been here!" Cue manaical laughter.

Sometimes video games give us the opportunity to roleplay, and to therefore exercise parts of our psyche that otherwise may never see expression. We all have shadow selves and the propensity for violence. They're part of what makes us human. I am grateful for senseless gore in video games because it gives me a chance to reflect on that part of who I am, who all of us are, and to ask myself "Why do I think this is funny? How can I possibly laugh at these horrendous acts of violence?"

Because it's not real, and because there's an absurdity to those acts which reflect the absurdity of human violence and cruelty. Gore in video games gives us the opportunity to engage in those parts of who we are in a safe way. The only reason I enjoyed Dead Island was *because* of that ultra-violence, which reminded me of the current Fallout games. The game is otherwise a frustrating exercise in bad writing, unpolished visuals, boring fetch quests and RPG mechanics which probably ought to be under the hood.

Being able to get together with a few of my buddies and jaw about the frustrations of the day while taking them out on a crowd of walking dead who deserve no mercy, and laughing as I walk around with a mace after the fight is done and methodically smash the skulls of all the fallen corpses - they're zombies, after all, you can't be too careful - has a valid and beneficial value.

To speak directly to your point: it's the job of the developers and designers to make the tone of their games clear. If their intention was to employ gore to make a statement about the disturbing nature of violence, and instead gamers laugh about it and engage with their shadow shelves, I think that's more about the design of the game and the developers' inability to set the right tone than an indication of anything on behalf of the gamers. You cite examples where gore in video games achieved the ends you think it ought to, which proves it can be done. If that's not the effect gore has on the player, perhaps it wasn't used properly."

Friday, November 04, 2011
"Here's what I took from Michael's link in relation to your article: it would have been interesting to hear you talk about what you think would have been a better way to depict a neophyte Lara Croft.

We know the purpose of the reboot: depict Lara before she was a badass. If gasping in pain after falling into a pit, or later in the demo crying out while fending off an attacker, are scenarios you have problems with, that's a valid opinion you're entitled to, but what's one example of a better way to provide this depiction?

Some of the film critics I enjoy the most will not only point out their issue with how a film maker handles content, but will also point to someone who has done it better by way of justifying their complaint. Now, I might argue that this may not be possible for a video game critic speaking on gender issues because how many sorts of depictions of female characters do we *have* in video games?

Video game criticism is a nascent field compared to film criticism, so perhaps video game critics have to deal in hypotheticals if they cannot point to real world examples of superior depictions."

Friday, July 22, 2011
"Interesting counter-point, maybe. I was watching Star Trek: The Next Generation on streaming Netflix last night, and it was the episode where Chief O'Brien's wife Keiko is giving birth in Ten Forward during a power outage/disaster/whatever.

If you were to cover up the screen and just listen to her audio, one might think the same sort of things that one might think if they covered up the screen and just listened to the audio of Lara gasping in pain.

So...is the depiction of Keiko giving birth problematic, as well?

Separating audio from visual like this might not be the most solid ground for a critical analysis."

Friday, July 22, 2011
"Would we be comfortable with anyone listening to any depiction of a woman under duress sans the visual? It sounds like you're holding the developers responsible for the potential fetishes of the audience.

Sometimes I think female protagonists are a lose/lose proposition. Place them in danger and they are being "victimized." Make them strong and domineering and you're "making them act like men." And the times when we do have "strong female characters," they're just blank slates. Chell doesn't talk. Samus doesn't talk. They have the female structure, but that's about it. They do nothing that denotes gender in any way.

And before anyone brings up Commander Shepard in Mass Effect, I'm not convinced that's a "strong female character." I'm more inclined to believe that's a "heroic gender-neutral" character which therefore works as either a man or a woman, i.e. isn't really a strong female character, but a strong character we can slap either gender identity onto without it changing anything.

Personally, I think we all need to consider that this is a -demo- and not a video game. Of course Drake's trailer can be more active. He's not being portrayed at the beginning of his adventures. He's a hardened bad-ass. Of course Lara is going to be vulnerable. She has no experience in adventuring at all at this point. It's a reboot.

I think it's much more fair to wait until the game is out. Play the whole game. Then decide whether Lara is being portrayed as a victim. Five bucks says that by midway through the game she has her pair of .45's back and is regularly killing bad guys like a badass. Anyone want to take that action? ;)"

Monday, July 18, 2011
"There's not much to say. I networked. I asked a lot of questions. Finally, someone said "You don't need any more advice, it's time to start pitching," and that was that."
Thursday, July 14, 2011
"The previous version of this answer was a bloody eyesore, and I had to shrink it down to this:

1) You network. Get to know journos.

2) Try to pitch features that are topical, and have original angles.

3) Learn who the professional freelancers are, look at where they are getting published, and pitch to those outlets.

4) Get lucky."

Wednesday, July 13, 2011
"Yeah, sorry about the original picture. I couldn't find one of Dan and Demian together so I had to PhotoShop one up...but that picture of Dan in the 1UP shirt was classic. Let me know if anyone wants a copy of that. ;)"
Tuesday, July 12, 2011
"I totally hear what you're saying, Jason. Like I said, I don't know why GameStop  has that policy, for the reasons you mention, but ostensibly it doesn't cost them any money to keep the policy in place. /shrug"
Wednesday, May 11, 2011
"But the AI purportedly isn't very smart at all...perhaps we should leave that part out. :P"
Wednesday, May 11, 2011
"I think what Pitts is saying (I really shouldn't call him "Russ" as I don't know the man) is that consumers ask, and the industry produces. Therefore, if consumers don't like what's being produced, perhaps they need to ask themselves why they're requesting or buying it. That doesn't seem unreasonable...but if I go by the description of the mass market games media audience I've been given, then asking people to be reasonable might actually be unreasonable...and this is where I get off the train before my head explodes. ;)"
Wednesday, May 11, 2011
"No, it's not a perfect metaphor. I don't really have the time right now to craft a perfect analogy. :P But my point is that if you participate in a system, you are partially responsible for what that system does.

Gamers complain about the quality of reviews...but apparently won't sit still for reviews that are written after a game comes out, or after a reviewers has had time to thoroughly play it. So they hold some culpability for the state of game reviews. Etc."

Wednesday, May 11, 2011
"And how long until we can edit comments again? This stupid Mac keyboard I'm on right now is causing all kinds of typos I wouldn't commit on a PC. :("
Wednesday, May 11, 2011