TF2 for Mac is here, with sweet sweet bonuses

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Oh, Valve. It’s impossible to stay mad at you.

Just when I was starting to get peeved at my favorite developer over all the shenanigans they’ve been up to recently, they go and do something that just grabs me by the face and kisses me on the lips.

Now that I’ve given you your heinously disturbing mental image for the day, go ahead and check out the latest TF2 update: the Mac update. Now, it should be well known that I’m not a big fan of Macs. But I’ve been positive about Steam for Macs. And I’m even more excited about this.

Team Fortress 2 is now available for the Mac, as I previewed yesterday, but as if they felt sorry for the emotional flogging that I’ve been enduring over a potential Half-Life 3 announcement, they’ve thrown in a bunch of extras to sweeten the deal.

First and foremost, TF2 is free to play for the weekend, and is just ten bucks (50% off) thereafter.

Additionally, those that play TF2 on the Mac before Monday, June 14 will receive a unique pair of in-game headphones for their characters to wear. I never thought I’d hear myself saying I’m jealous of Mac owners…but here I am, saying it. Curse you, Steve.

A training mode is also now available. Training mode pits you against bots to sharpen your skills. It’s as if Valve knew that all the new Mac players won’t have any idea what to do with their first real game in years (WoW doesn’t count).

Finally, there’s a launch video and comic strip to complete the treat.

All in all, Valve has once again proven themselves worthy of my love, even when they do abuse my heart something awful. I love you, I hate you, I can’t live without you…

The video alone would make everything worth it. Go watch it now. And then get thyselves to 2Fort and become educated in the way of headshots.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Team Fortress 2 on Mac June 10

This post just showed up on the Team Fortress 2 blog. Admittedly not the most subtle hint in the world, but maybe they didn’t want to push the sneakiness too hard after the maelstrom of cyberviolence they just created over the Portal 2 surprise…

Anyway, this is positive news. With the Source games all ported to OSX, Mac users will finally be able to stand tall in the sunlight and join the ranks of real geeks. You know, the ones who play games.

Of course, as soon as they do stand up they’ll be cut down into bloody flesh-heaps by the PC gamers who have been practicing at this game for about three years now. I briefly considered going easy on the newcomers, but then decided it would go against my personal credo of being polite, being professional, and having a plan to kill everyone I meet. Boom, Macshot.

See you in 2Fort, Mr. Jobs.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Back to the Future: The Game?

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From the Definitely Didn’t See This One Coming department, Telltale games has picked up the rights to make games based on the Back to the Future and Jurassic Park franchises.

As appealing as a game where you must go faster, must go faster all the time sounds, I’m not sure I can quite picture how a game based on huge dinosaurs eating helpless civilians from the creators of the Sam & Max games will look.

On the other hand, this looks strangely intriguing...

From the press release:

“Our partnership with Universal is an exciting next step in our continued growth as a mass-market games publisher and developer,” said Dan Connors, CEO of Telltale Games. “We are all huge fans of both of these franchises. For Back to the Future and Jurassic Park, we will leverage Telltale’s expertise in story-telling and game design to deliver on the unique elements of each series, with our goal being to create compelling cinematic adventures paying homage to each franchise.”

I have every faith in Telltale, however. They’ve turned out nothing but quality products, so I’m interested to see what they do with these properties.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Rumor: Half-Life 3 to be announced at E3?

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The rumor mill, it is a’swirlin’.

If anyone wasn’t already convinced that Valve has quite possibly the best PR team on the planet (go take a quick look at the Team Fortress 2 blog if you don’t know what I’m talking about), the fine folks behind the greatest things to ever happen to PC gaming have done it once again.

Valve was scheduled to host a Portal 2 party at next week’s E3 (which I am sadly not attending). However, they then sent this e-mail out:

Subject: A note from Aperture Science

Dear Subject Name Here,

Aperture Science is pleased to inform you that we have partnered with Valve to announce the gala CANCELLATION of the June 14 Portal 2 event at the Regal Theater. The event will be replaced by a surprise. And even though the cancellation of the event certainly counts as a surprise, we are pleased to further announce that the cancellation of the event is not THE surprise. However, per International treaties regarding the definition of the word “surprise”, of which both Aperture Science and Valve are signatories, the time, date and content of the actual surprise will only become available as you experience the surprise.

If you’d like to ask fruitless questions about the E3 Portal 2 surprise or, more fruitfully, schedule an appointment to attend a Portal 2 screening at the Valve booth during E3, please contact Valve’s Special Envoy to Surprises, Doug Lombardi.

Thank you for <<RECORD SCRATCH!!!>>

PS: The surprising record scratch is also not the surprise.

It’s just…brilliant. Any other company announcing the cancellation of an event for one of the most anticipated games of our generation would have been dragged over the coals by screaming fans hell-bent on revenge. But with one word – surprise – Valve is not only able to stave of fan rage, but at the same time create fan craze.

The rumors that Half-Life 2: Episode 3 would be announced as the surprise began instantly, backed up by this image that started floating around the interwebz:

This image has been confirmed fake by Gabe Newell.

Sadly, Valve Head Honcho Gabe Newell confirmed it as “fake” in a one-word response to fan inquiry. He also responded to another fan inquiry about the possibility of Episode 3 by saying simply, “it’s not ep. 3.”

With Episode 3 out of the running and Portal 2 definitely not on the list, that leaves four possibilities for this surprise: Counter-Strike 2; Left 4 Dead 3 (or some other major update to one of those two games); an entirely new game; or, and what I think is mostly likely, a full-on Half-Life 3.

A few years ago Valve might have made this big of a deal out of a Counter-Strike announcement, but that game really isn’t their headliner anymore. They push out content and updates and eventually we’ll see a major update to the franchise, but I doubt it will be the headliner of its own exclusive event.

I would be shocked if Valve announced Left 4 Dead 3 so soon after 2. Yes, they announced Left 4 Dead 2 right after the first game, but given the fan outrage that occurred after that event and just the way things appear to be chugging along with that game, I doubt that’s the announement.

An entirely new game is certainly a possibility … but an unlikely one. Rumors of Team Fortress 2 and Portal were swirling long before they were officially announced. Valve plays things close to the chest, but they’re not Apple. If a new franchise was in the words, I feel like we’d have heard something by now.

That leaves a Half-Life 3 announcement. The timing would be right. It’s been speculated many times that Valve might shelve the long-overdue Episode 3 in favor of a full-on sequel. The Source engine that powers all of their games is also due for an update, and historically they have announced engine updates in concert with a new Half-Life game announcement.

Supporting this theory is an anonymous tip received by VG247 that this would indeed be the case.

The stars just seem to be aligning. If Valve had an altar, I would be sacrificing virgin goats upon it as we speak in hopes that I’m right. The Half-Life series is, quite simply, the single best set of games to ever grace the gaming world. Fans have waiting patiently for years for more of it. It’s time.

Please?

UPDATE:

Valve has responded to the huge waves of speculation with a press release entitled “Making Games is Hard:”

June 9, 2010 — Aperture Science, doing business as Aperture Laboratories LLC, in partnership with Valve today announced the successful completion of an ethics-review-panel-supervised release date restructuring process. Portal 2, the sequel to the ground-breaking title that earned over 30 Game of the Year awards despite missing its original ship date, is now targeted for a 2011 release.

Representatives from both companies acknowledged that public safety concerns factored into the decision. They went on to say that even though Portal 2 will arrive slightly later than planned, all life on earth won’t instantaneously stop as every molecule in your body explodes at the speed of light, which is what would happen should a rip ever appear in the fabric of Valve Time.

“Also, the game will be even better,” they added, missing an historic opportunity to create the first product delay press release to mention that a product is being delayed to make it worse.

To ask questions about how close we all came to dying, or to ask futile questions about the previously announced E3 ***PORTAL-2-THEMED-FOR-GOD’S SAKE*** surprise or, less futilely, to schedule an appointment to attend a Portal 2 screening at the Valve booth during E3, please contact Valve’s delegate to the EU’s Valve Time Studies Group, Doug Lombardi.

So…there’s still room to hope for Half-Life 3, though the all-caps, frustrated-sounding cry that the surprise will be Portal 2 themed does seem to put a damper on the theory. Only time will tell. Perhaps the most likely theory at this point is that Portal 2 will be demoed on (surprise!) Source engine 2. Maximum PC has an anecdote concerning Source engine 2 that makes this theory seem not so dim and dark, but it would still be disappointing not to see Half-Life.

Seriously, though, Valve must take note of this. If all they have to do is whisper “surprise” and the entire internet explodes, that’s a sign. Make a Half-Life game, guys. Stop toying with our emotions!

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Motion control gaming with webcams?

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I received an interesting press release a few days ago concerning a company called Omnimotion. Apparently they’re attempting to beat Project Natal to the punch with motion control games, not only in terms of time (it’s playable now – check out tech demos on their site) but also in terms of economy. Instead of a $150 motion sensor that Natal will require, all you need for this to work is a standard webcam.

I played around with it for a while. ZenBall, one of the demos, demonstrates the tech pretty effectively. It’s neat – after a few minutes of acclimation, I was able to control a red ball around the screen, knocking green balls off of a platform.

It is frustratingly imprecise at times, and it’s difficult to always know what the camera is picking up. Shifting in your seat mid-game can result in unintended consequences on-screen. But, it’s a promising start that will probably improve with time. Rumor is that the company is in talks with “major developers” to produce games using the control scheme.

I can’t see it ever becoming preferable to a mouse and keyboard (or even a gamepad). It’s too imprecise and involved to ever be comfortable for extended use or in a serious game. However, paired with Wii-style games, it could take off just based on its ease of use and the fact that nearly everyone has a webcam these days.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Mass Effect movie a bad idea

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Bioware community coordinator Christ Priestly announced this morning that Legendary Pictures has picked up the rights to turn Mass Effect into a movie.

From the forum post:

Legendary Pictures, the studio behind great films such as The Dark Knight, Watchmen, The Hangover and 300 have picked up the rights to make Mass Effect. Legendary Pictures will produce with Thomas Tull, Jon Jashni along with Avi Arad (who has been behind great films like Iron Man, X-Men and Spider-Man). From BioWare Ray Muzyka, Greg Zeschuck and Casey Hudson will serve as executive producers.

“At BioWare, we’ve always thought of Mass Effect as having the depth, emotion and plot twists perfectly suited for an adaptation to a motion picture,” said Casey Hudson, executive producer of the Mass Effect series. “With Avi Arad and Legendary attached, we believe that the Mass Effect movie will be an extraordinary entertainment event that realizes our vision for the franchise and thrills fans.”

Legendary has definitely put out some stellar stuff in recent years, so that’s optomistic. IGN reports that screenwriter Mark Protosevich (I Am Legend, Thor) is being tapped for the script, which is also positive.

However, I’m skeptical. Not because video game movies rarely turn out well – that trend has been slowly dying; Max Payne was at least watchable, and Prince of Persia looks fantastic so far.

I’m skeptical because I’m not sure there’s any real reason for this movie to exist.

Mass Effect is a video game, in every sense of the word. The reason its story and characters are so compelling is because it is a video game – you, the player, have a personal stake in everything that happens in the game, and your choices and actions drive the drama forward.

A movie is opposite of that. It’s passive. You don’t get to interact and you don’t have a personal investment in anything that happens on screen. It’s just there. Don’t get me wrong, I love movies, but Mass Effect is not a movie franchise.

It’s doomed if it tries to retell the same story the game trilogy tells. Shepard is so personal to each individual player – even the captain’s gender is different for different players – that any portrayal of him would instantly alienate 90 percent of the fanbase, because he wouldn’t be the Shepard they know and love.

There’s a chance it could stand on its own, however, if it explores new territory within the universe. And there’s plenty of universe to explore. The First Contact War (a conflict that erupted when humans first ventured outside their solar system and encountered alien life) would be a fascinating story. If the film does that, it can expand on the universe and tell a different kind of story without stepping onto the games’ toes.

The cynic in me suspects this won’t happen, though, because the cynic in me also suspects this is mostly about money. If it is mostly about money, than the producers aren’t going to want to take risks, and exploring new territory is always risky, especially with a genre of film that typically doesn’t do too well in the box office.

In addition to all that, a Mass Effect movie would have to be Oscar-nominee material to stand up to the incredible experience provided by the games. It’s possible, I suppose, but the cynic suggests it’s about as likely as a Jack Frost building a summer home in the ninth circle of hell.

I hope I’m wrong. I really do. Done well, this could be a great movie. But due to the nature of the property and the high level of quality the games have, the margin for error is quite small.

Think I’m full of it? Have something to add? Leave a comment and let us know what you’re take on the matter is.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Steam offering in-game Prima guides

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In its latest bid to take over the world, Valve recently announced that Prima strategy guides are now available to purchase in the Steam store. Before you start screaming “gimmick!” consider that the guides are available in-game via the omnipresent shift-tab Steam interface. It’s a brilliant little stroke that somebody should have thought of years ago. And maybe they did. But now somebody who matters has done it.

From the Steam website:

Valve and Prima today launched the first set of in-game Prima guides on Steam. All the guides are readable in game via Steam’s UI overlay functionality, as well as being available outside of game. The launch collection of guides available now on Steam include Dragon Age: Origins, Just Cause 2, and Battlefield: Bad Company 2.

To celebrate the launch of Prima guides on Steam, all the launch titles are available at 50% off their regular price.

Everyone knows that strategy guides are mostly for noobs, but with Steam’s recent move to Apple computers, there’s a whole new crop of noobs out there that are in need of help, so this is probably a good move.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

iPhone game review – Plants vs. Zombies

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I’ll be honest: I didn’t buy into the “Plants vs. Zombies” craze at first. I’m a fan of Popcap — God alone knows how many hours I’ve lost to “Peggle” — but as clever as their peashooting strategy game sounded, I wasn’t all that impressed. I downloaded the demo for the PC and, quite frankly, found it uncompelling.

On a generous whim, I decided to give the iPhone version a try.

Have you ever heard a heavenly choir sing? It’s lovely, if a bit reminiscent of a chorus of frozen peas smacking into undead flesh. Thwack, thwack, *groan* … mm, yes, that’s lovely.

The premise of “Plants vs. Zombies” is in equal parts simple and bizzare, mixing a bit of tower defense in with progressive real-time strategy and a heaping dose of casual tongue-in-cheek goofiness. Members of the undead community are assaulting your house in droves, single-mindedly pursuing the (understandable) goal of feasting on your gray matter.

To defend against this reanimated onslaught, you apparently decided the best course of action would be a detonate a dirty bomb inside your garden shed, because plants of the normally sweet and unassuming variety have mutated to become violent killing machines of zombie death. Which is just as funny as it sounds.

The battle starts on the front lawn, and eventually moves to the back yard and up to the roof. In each case, the playable area is divided into five or six lanes. Zombies are rather stupid creatures, and will only attack in a straight line down one of the lanes. Defensive plants, for the most part, are only effective in a single lane (i.e., your peashooters only shoot at zombies in the lane they are planted in).

Sunpower is your primary resource. It falls from the sky on levels set during the day, and can be produced from certain plants. You start each level with just enough sunpower to build one or two plants, and are then forced to juggle between planting passive defenders (walnuts slow down zombies; garlic forces them to change lanes), active defenders (peashooters, starfruit), resource plants and a variety of more specialized veggies.

At the beginning of each level you’ll have to choose which plants to use. By the of the game you’ll have dozens to pick from, and you can buy upgrades that will increase the number you’re allowed to use in each level.

There are also a number of alternative game types thrown in to mix things up a bit (if the words “zombie bowling” don’t get your nerd all up in here, you have no right to call yourself a gamer). While rarely as compelling as the traditional game mode, they do offer variety and a welcome change of pace.

But those are all things that can be found in any version of this game. What makes the iPhone version so special?

The touch interface is the most obvious answer. Interacting with the game is extremely intuitive, even more intuitive than using a mouse. There’s nothing revolutionary or dramatically original about it – it just works extremely well.

Plants vs. Zombies is, of course, a casual game, and the iPhone is perfect for the casual gaming due to its mobile nature. I find myself pulling it out and mowing down a few shambling cadavers several times a day for a few minutes at a time. I’ve never had so much fun waiting for a meeting to start.

There are occasional performance issues when the corpses descend en masse, but nothing so bad that it detracts from the experience.

The iPhone was made for games like this. Not for phone calls or playing music, as some seem be mistakenly believe. No. It was made for “Plants vs. Zombies.” Fire up your app store and get this game, then let me know what your take on it is.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Shocking Persuasion: Bioshock as a rhetorical artifact

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I took a class on the history and theory of rhetoric at Whitworth University during the Spring 2010 term. The major project for the class was a paper examining a ‘rhetorical artifact’ – which is basically anything that is an attempt to persuade, whether it be a speech, a film, a painting, or something else. I chose Bioshock as my artifact. The resulting paper is below. Leave a comment, let me know your take.

“Bioshock”: An analysis of visual metaphors in a video game

“Bioshock” is a video game. While one might be tempted to scoff at the concept of a video game being given serious consideration as a rhetorical artifact, one should take a moment to consider our modern culture before passing final judgment.

Video games, as a medium, have fully graduated from their humble origins as children’s playthings. If one were to glance down the gaming aisles at the local Best Buy, one would find a great variety of titles, genres and quality levels in the same way one might expect to find a variety in the film aisle.

“Call of Duty 4: Modern Warfare 2,” a game published by Activision-Blizzard, brought in $310 million in just the first 24 hours after its release, making it the best-selling entertainment release of all time (by comparison, box office smash “The Dark Knight” made only $155 million in its opening weekend). “Halo 3,” published by Microsoft, made $300 million in its first week. Dollar figures for Bioshock have not been made officially public, but the game has sold over 4 million copies as of March 2010, according to publisher Take-Two Interactive.

These figures serve to illustrate that video games are no longer merely the late-night hobby of nerdy college kids. It has become a multi-billion dollar industry, serving audiences of all ages and tastes. Video games have become entrenched in our culture and are starting to be seen less as interesting toys and more as a valuable art medium – the same path that film walked decades ago.

“Bioshock” is a class of video game that must be distinguished from most of what some might assume to be its peers. It is indeed a game, but it stands starkly apart from “Super Mario Bros.” and “Halo” in much the same way that films such as “The Patriot” or “The Passion” stand apart from the likes of “Spaceballs” or “G.I. Joe.”

“Bioshock” is a game with a heavy narrative that provides deeply insightful commentary on human nature. According to the developers, its story is based heavily on the writings of philosopher Ayn Rand, author of works such as “Atlas Shrugged.” The conclusions drawn by Bioshock’s narrative are of a depth and caliber one would expect with such an origin.

Everything about the game is designed with its message in mind. Visual aspects like character design, the appearance of the city the game is set in, and the settings the players finds him or herself in all work together toward the message. Narrative techniques, gameplay mechanics and audio design also push forward the agenda, though this paper will not explore those aspects of the game.

Because of the element of interactivity inherent in the video game medium, it can be argued that “Bioshock” makes the case for its message in a much more powerful way than could have been achieved in any other medium. Where speeches, film and literature are largely passive for the audience – one-way communication – a video game incorporates the audience into the creation of the experience. A film plays whether anyone is paying attention to it or not; a video game requires active attention and effort to move forward. Because of this, the audience often becomes more emotionally invested in the experience, creating an atmosphere that is ripe for rhetorical persuasion.

This study, then, focuses on “Bioshock” in order to examine what it is saying about our culture. If entertainment reflects culture, then it behooves us to study entertainment in our pursuit of understanding. “Bioshock” stands head and shoulders above most other video games in its metaphorical critique of human nature, and thus makes itself worthy of examination.

“Bioshock”: An introduction

“Bioshock” is set in an undersea city called Rapture. Rapture was the brainchild of fictional visionary Andrew Ryan, a city where the elite of humanity – the artists, scientists, and thinkers of the day – could go to practice their disciplines without fear of government censorship or the bounds of “petty morality.”

In spite of this optimistic outset, by the time the player arrives in Rapture it has been reduced to shambles. Bloody remains and ruined architecture highlight battlefields; citizens driven violently insane by the overuse of a substance known as Adam; entire areas of the city slowly succumbing to the unbearable crush of the ocean.

The player moves through the game, guided by various characters and encountering a variety of challenges and enemies. Throughout, the imagery makes one message clear: Rapture was once magnificent, and could have been a utopia, but for a fatal misunderstanding of the basic nature of man.

Through the use of visual metaphors, the developers of “Bioshock” highlight the inherent fallibility of man. The game clearly establishes the fact that mankind has a natural tendency toward evil, and when the ‘shackles’ of morality and government are removed, he quickly begins to destroy himself.

It must be noted that many of these metaphors appear to be unintentional – and regardless of the development team’s intentions, the following metaphorical inferences are those the author has drawn from the game, not those specified by the creators of the game.

A portrait of disaster: Visual metaphors in “Bioshock”

At once the most obvious and most easily overlooked visual element of “Bioshock” is the city of Rapture itself. Due to its status as the game’s setting, some might be tempted to label it as merely the canvas for the rest of the game to paint a story upon. To do so would be an unfortunate oversight.

The game opens with a plane crash observed from the first-person perspective of one of the passengers – the player character. The plane crashes into the ocean in the dead of night, and the player is forced to swim for the only safe haven available – a lighthouse jutting out of the inky waves. Exploring the lighthouse, the player eventually finds a bathysphere. With no other real option at hand, the player enters and descends into the depths.

This is where the player gets a first glimpse of Rapture. The city is huge, sprawling across acres of ocean floor. Huge towers that would be skyscrapers were they on dry ground jut up like teeth, decked in neon lights and flashing advertisements. The entire spectacle is faintly reminiscent of New York City or Chicago in the 1950s.

From the outside, Rapture is perfect, pristine, proud. Defying the forces of nature and the hostile environment, the city is a veritable Tower of Babel, a testament to man’s triumph over God’s design.

This impression of the city is quickly shattered, however, upon entering the city. The first thing the player witnesses is the brutal murder of an innocent man by a clearly insane denizen of Rapture. Picket signs from a riot now dispersed litter the ground; power is out, and lights sputter against the darkness; sections of the architecture are crumbling. Most apparent are the signs of rampant violence and wanton destruction.

This is the first major visual metaphor of “Bioshock” – that of the white-washed sepulcher. The city is a representation of man’s rejection of society, morality and religion; on the outside, it looks beautiful. But on the inside, all is decay, despair and destruction.

The metaphor is clear: When man strives to stand apart from a transcendent moral code, it often appears beautiful, freeing and even enviable from the outside. But on the inside, the game suggests, chaos is ruling as man’s nature casts about for a moral anchor.

Moving the focus in slightly, the decaying state of the city is another major visual metaphor. The city is coming apart at the seams. Fires burn, walls crumble, doors refuse to function, and, most disturbingly, the city has begun to leak. As the city descended into chaos, critical maintenance of defenses against the crush of the ocean water went undone. Entropy is taking hold of Rapture, and it is quite apparent that the city doesn’t have long before the ocean reclaims it altogether.

It’s hard not to see the parallel to human nature; for those that came to Rapture, hoping to escape the moral and societal shackles the world above had placed upon them, the city represented a grand rejection of the entropic nature of man. But the fall was as inevitable as the ocean’s crushing weight.

Moving from the city to its inhabitants, visual metaphors become even more prevalent. Man’s ultimate inability to truly better himself in any meaningful way is highlighted in the appearance of the citizens of Rapture.

One of the major contributing factors to Rapture’s fall was the abuse of a substance known as Adam. Adam is, in short, a material that allows for broad and dramatic changes to the genetic makeup of the human body. With the proper application of Adam – known as “splicing” – people could change their appearance, weight, sex; anything imaginable was possible, including the impossible. Adam properly applied could also give people the ability to shoot flame from their fingertips, to leap tall obstacles, to teleport, to manipulate objects telekinetically, and a variety of other seemingly supernatural faculties.

The miraculous nature of Adam led to its perception as a wonder drug – which, in turn, led to its abuse. In a society where the only rule was that there were no rules, the abuse was widespread and unchecked. Vicious cycles and escalating demands for performance led to out of control splicing, which eventually broke the mind.

The end result of these unrestrained attempts to improve themselves is that the majority of surviving Rapture citizens is violently insane, hideously malformed, and degenerate in every sense of the word.

Finally – finally, that is, for the purpose of this paper, as the visual metaphors found in “Bioshock” have hardly been exhausted – perhaps the most poignant visual metaphor found in the game is one that may be easily overlooked if the player isn’t paying attention.

Several times throughout the game the player will come across the scene of an execution, usually that of a crucified smuggler. The smugglers appear to have been sneaking Bibles into Rapture – something Andrew Ryan was apparently not in favor of. Though the connection is never explicitly made, the metaphor for man’s desperate search for answers in the face of his own nature is clear.

While reading and watching developers’ commentaries on the game, it is clear that a Christian message was not intended. Nevertheless, the message is there. As the citizens of Rapture fell deeper into madness and warfare, the horror of the work of their own hands became clear to them. When man finds himself at the end of his rope, he begins flailing about for an anchor, for safety, for answers. It is fascinating that the citizens of Rapture, in the midst of this search, wanted Bibles so desperately that smugglers were willing to risk their lives to sneak them in.

Perhaps the creators of the game intended to highlight man’s tendency to seek a crutch in religion when faced with danger. But the imagery they chose creates a more powerful metaphor than that: when faced with a world without answers, man seeks desperately for truth. In this case, the truth of scripture.

Shackles loosed, foundation destroyed

Through the use of visual metaphors, the developers of “Bioshock” highlight the inherent fallibility of man. The game clearly establishes the fact that mankind has a natural tendency toward evil, and when the ‘shackles’ of morality and government are removed, he quickly begins to destroy himself.

Video games have risen from humble origins to become a real art form in our culture. They are a medium that can powerfully influence its audience and communicate deep, meaningful messages.

All of the metaphors explored in this paper highlight the fallibility of humankind and his tendency toward entropy. It is no accident that humankind has historically sought to set up systems of government and morality to protect themselves; it is no surprise that we have also torn down those systems just as frequently.

“Bioshock” is a fascinating exploration of human nature, using visual metaphors to demonstrate man’s fallibility, doing so while immersing the player in its world, forcing the player to consider the messages from a visceral, first-person perspective.

These metaphors serve to highlight the futility of man’s condition, and our ultimate need for a savior in some form. Without restraint, these metaphors imply, human nature will always indulge in its tendency toward chaos.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

OPINION: A need revealed

Core 350 theatre exercise reveals a need for better education in dealing with sexism appropriately

Published: Monday, May 3, 2010 in The Whitworthian.

Whitworth University is no stranger to controversy. One could even argue that it’s part of the school’s mission. Conflict is the natural by-product of diversity. The trick isn’t to avoid conflict, but rather to channel it into productive debate.

That, in a nutshell, is one of the primary goals of Core 350: encouraging debate in order to create synthesized solutions to real-world problems. It’s a great concept, and a fantastic capstone to a Whitworth education. It’s an opportunity to put feet to the wide variety of ideas we’ve been presented with during our time here. And while 350 isn’t a perfect program (and the Core team would be the first to admit that), it is a good effort that will continue to get better as the team works out the bugs.

One of those bugs took center stage last Tuesday. For the last few semesters, the theatre department has worked with the Core team to produce an interactive skit that seeks to simulate a realistic situation for students to respond to. Check out the news story for more of the details.

Historically, the skit has centered around the issue of racism. This semester, however, the theatre squad putting on the program decided to do it on sexism. All well and good so far.

The controversy erupts from the way the program was received by the Core 350 audience. Students weren’t sure how to react to the scenario–the situation centered around a male at a workplace telling sexist jokes and making offensive remarks to a newly hired woman. After talking to several students, I got the feeling it wasn’t all that different from a situation one might expect to see on an episode of “The Office.” And unfortunately for those that put the skit together, “The Office” is funny.

So people laughed. Or some people did, at least. And when it came time for students to volunteer to intervene in the skit to change its outcome, most of those that volunteered didn’t treat the scenario with a lot of seriousness.

While some felt that this was done deliberately to affirm sexism or to treat the scenario like a joke, I suspect it wasn’t quite this malicious. It definitely wasn’t in at least one case–senior Michael Wittwer, one of the students who volunteered and appeared to support the sexist character, is deeply apologetic about his actions.

“I tried to be funny when I shouldn’t have,” he said. “I made a mistake.”

I feel for him. Several students expressed the feeling that they hadn’t been prepared for the subject. But even if the Core team had addressed sexism before the skit, the truth is that sexism is difficult to even solidly define, much less combat effectively.

Sexism is difficult to tackle, largely because our culture hasn’t come to any conclusions on what it is, exactly. Conservative Christians have one idea; militant feminists have entirely another. And there are a plethora of positions both more and less extreme than either of those.

Bring up the subject with another student, and chances are high that while you’ll find some things to agree on (i.e., treating women like sexual objects is definitely in the “do-not” category), there will be a great many other things that will be harder to agree on.

Issues of biological differences, psychological differences, nature vs. nurture, gender roles, Biblical manhood and womanhood, equal opportunity, and a myriad other facets quickly arise during any discussion of the topic.

So the uproar that resulted from the Core 350 exercise really shouldn’t be as surprising or offensive as it is eye-opening. Sexism, however you define it, is a real issue in our world. The exercise served as a hard-to-ignore indication that Whitworth students aren’t sure how to deal with it.

We shouldn’t be shocked by this; I would argue we shouldn’t even waste too much time being upset about it. Rather, we should address it. Core 350 in particular must spend more time on the subject; classes in general should spend less time talking about sexism as a concept and more time talking about how to address it practically. Students should be encouraged to not only detect and define sexist situations, but to solve them.

Our culture has wrestled with sexism since its inception, and while great strides have been made, there is still much disagreement on the proper way to define and deal with sexist situations. Whitworth students should be shining exceptions to this trend.

While there will likely always be disagreements on the finer points of the issue, I sincerely hope we can get to a point where the audience no longer sits and laughs while sexism plays out before its eyes. We’re better than that. Whitworth is better than that.

Let’s rise to the occasion.

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