SEAN HAAS
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POST BY THIS AUTHOR (3)
Thursday, December 17, 2009 |
Comments (9)
COMMENTS BY THIS AUTHOR (12)
"rew,
I do not deny the validity and importance of a site like Gamastura, however they do not practice journalism in the same manner as described in my article. They more-or-less practice a more legitimate and educated type of written content, however the majority of it is still opinion-based and not an exclusive presentation of factual information.
However your laconic reply is not very conducive to having an intelligent disc"
Sunday, January 10, 2010
"nderstand, and I have no problem with you disliking the game; my article is merely an opinion (obviously) and the title is more or less just there to goad people into reading the article. Of course you don't hate games, I just feel like Batman: AA is the pinnacle of what a videogame should strive"
Thursday, December 17, 2009
"fery, the cause for 'originality' is pretty fruitless. If somebody wanted they could probably trace many great concepts and ideas shown in current games that were done years and even generations ago. Being the first to do something does not automatically make it the 'best' example of a concept.
I do not disagree that Batman:AA has concepts and ideas lifted from other titles, but the fact that it combines these and (in my opinion) does all of them BETTER than their origins is why I've heaped such praise upon the game.
Thanks for comme"
Wednesday, December 16, 2009
"l, I would offer that a few titles within the last year or two have not only fallen into but crossed the Uncanny Valley.
For the most prime example see: Unchar"
Monday, December 14, 2009
"thing is addictive if you allow it to influence your behavior: drinking, drugs, gaming, reading, eating, cleaning, etc.
The amount of time spent gaming is not indicative of an addiction. Are librarians 'addicted' to books? Are chefs 'addicted' to food? You may not be a game designer, but you are obviously a gaming enthusiast and spend a great deal playing, reading, writing, and talking about them.
If you start to use games as a REPLACEMENT instead of a DISTRACTION from challenges in the 'real' world, then obviously a problem exists. Find additional hobbies or interests to get into to offset your gaming if you find it becoming too much.
I guarantee if you evaluated all the other things you do besides gaming-related activities you wouldn't feel such a b"
Monday, December 14, 2009
"hing ever reaches a plateau, progress merely slows; the differential between shifts becomes less clear, less defined.
Good game design should marry a multitude of things, one of which being an appropriate art style. It isn't a matter of choosing one over the other and planting a flag. 'Heavy Rain' is not the end of the line for realistic graphical fidelity, and games like 'Rez' or 'Pixeljunk Eden' are not the pinnacle of abstraction.
Within art, all things are possible. It is folly to denounce the hyper-real as empty and the abstract as meaningful if your decision is based merely on a subjectivity to aesthetics.
I'll take a realistic version of anything if it appeals to me over an abstraction that exists merely for the thought"
Monday, December 14, 2009
"rcella: Your solutions to the problem only promote additional problems. You want games to be considered art? Then don't apply filter and censor out the things that you personally don't like.
Art is about evoking a reaction, an emotion, some kind of response. Good or bad; that is one of the basic tenets of creating 'art'. Games seem to be held to a skewed standard and I suppose it has something to do with the fact that the games industry is exactly that -- an industry. Nearly all games are released either on the premise of making money for the creators, or for positioning the creators to eventually make money on future games.
So what defines art? Is it the process by which is created? Is it the intention? Is it the lack of profitability? It is all and none of these things at the same time. Art is subjective, and to each person it can mean something fundamentally different.
You are right, we cannot "have our cake and eat it too". We cannot attempt to elevate games to the platform of "art" and then chastise the artists when they create something we don't like. You want to send a message to the developers? Don't give them failing grades like a vindictive teacher; simply do not support their art. Most importantly do not CENSOR thei"
Monday, September 28, 2009
"ian - The tone of your article feels a little accusatory so thats why I left with the notion that you felt some of these portrayals were intentional.
However I would be VERY selective with your wording on this. Looking at the section about Deejay you use very declaratory wording with little room for argument/interpretation on the part of the reader. Sentences like "Dee Jay's appearance immediately brings to mind the word 'savage.'" are in a way racist themselves (reverse racism if you will). You don't leave room for the possibility of people NOT thinking of the word 'savage', you just simply state it as though no other possibility exists.
I do not and did not when I was a wee lad of 10, view Deejay as a 'savage' but your wording suggests that you in fact do. Is this the fault of Deejay's design? Or is it a sign of your own possible bigotry? I'm not accusing you of being racist, but I am attempting to show you how it sounds to someone who doesn't share your viewpoint.
For the record, I see Deejay as Jamaican, because that's what his archetypal design so obviously suggests. He isn't grinning like a black-face actor from the 1930s, he's grinning because Capcom felt it was most appropriate for his portrayal (happy islander). Had he been wearing a tri-colored beanie and smoking a joint, obviously they'd have gone way too far.
This example can also be applied to Dhalsim and Blanka, and a myriad of other characters whom many people seem to "read into" way too far. Their appearance most often serves to solidify their nature as recognizable characters; not to denigrate or perpetrate offensive stereo"
Monday, September 28, 2009
"ad a really long reply typed out and then my browser decided to crash; however Jake Davis hit most of my points.
Your examples, Street Fighter in particular, are a tad far-reaching. Games like SF (and Punch-Out) are full of 'archetypes' not stereotypes. You don't write a character who breathes fire and floats, or a man turned into a monster and wrap it up with "He's from Ohio."
Anyone who believes these characters are meant to be representative of their respective nationality should do a head check. Video games and by relation the characters in them are only representative of the person who created them: they are not symbols for a people, place, or nation; they are not responsible for being 'politically correct'; and they are most certainly not beholden to educate you about anything.
Racism is terrible, to be sure; but Deejay is not a form of hate s"
Monday, September 28, 2009
"l keep an eye out for that follow-up, for sure. I don't know why but I've just found myself very interested in the different perspectives and experiences people are having with this game. More-so than most other t"
Monday, September 28, 2009
"l-written and I agree with nearly everything you've put into this review. If anything can be said its that the overall tone seems to be that you were probably going to like this game regardless of its actual merit; either as an installment to the Halo franchise or as a first-person shooter.
While I too love the game and likely fall right into the description above, I would say the game is not without its faults. I will not expound upon them here -- just observing that the review is relatively all pros and little"
Sunday, September 27, 2009
"ldren were the once the primary target demographic for the hobby you now enjoy as an 'adult'. Perhaps realize that when you were their age, you likely said some pretty ignorant things yourself. Outwardly your parents probably gave a chuckle and patted you on the head, but inside they were rolling their eyes hard enough to fall out of their sockets and groaning loudly.
Don't look a gift horse in the mouth I suppose is the lesson here. Without grown men making games for tiny children like yourself in the 1980s and 90s, you wouldn't have the booming industry today, or even great journalistic outlets like Bit Mob to voice your opinion about"
Sunday, September 27, 2009


