The Queue: deck the halls in hurried frenzy
This is The Queue, our daily column where you ask us questions and we sing a refrain and back away quickly because we have a whole lot of stuff to get to today!
Fa la la la laaaa, la la, la, laaaaaaa!
Q4tq: do you consider the increased “canonization” of respawns in video game stories to be a cop out (instead of expecting the player to understand that the levels they die in arent part of the story you have “oh yes we have mcguffin machine which will bring your corpse back to life if we find it in the field) , or a fun way to increase immersion.
i was thinking about how it makes sense for so much if Secret Level to revolve around death since pretty much “get points till you die” is almost every single game up until recently. I thought a few were clever (in destiny you get magic powers from a god machine and so only ppl like you can be brought back) but others just seem like an easy way to “hello friend press F to jump” explain to a new player how respawning works in the game without breakijg the 4th wall.
On the one hand, yeah. If it’s a pretty standard platformer or roguelike you don’t really need to explain the death mechanic unless it adds something to the narrative. It’s okay to have an explanation but also you don’t need one, and the explanation can feel hamfisted and unnecessary.
However, sometimes a skillful explanation can weave itself into the generic idea of reviving which enhances the story itself in a lot of ways. I’m thinking of the brilliant SOMA as I say this, and story-driven horror can really lean into this to help flesh out the horror of a situation. The Forest is another good example… if you die out in the world you’re dragged to a new area swarming with abominations, and if you get out you’re fine, but if you can’t escape you die for real and have to reload a save.
But just like, Mario can revive, and that’s just game logic. Doesn’t need to be that deep.
Q4tQ What’s your favorite chain gas station to stop at on road trips?
Probably Sheetz, despite their annoying Z. They tend to be clean and the kids love the slushie machine. Plus, they’re adding a bunch of electric stations, and I gotta give em props for that. If I found some kind of chain with good coffee I would instantly switch, though. Sheetz does have a few canned cold brews that are decent, but hot coffee is almost always my preference.
Controversial: I hate Buc-ees. I understand why people like them, but every time I’ve visited one I’ve been completely overwhelmed and overstimulated the entire time. Regardless of location or time or day, they’re slammed to the gills, with huge lines for everything despite having comically massive facilities for everything — even the gas pumps, like it’s the late 70s — and a crush of humanity, many of whom are screaming (it’s a branding thing?). The little caramel beaver-branded corn puffs are great, but they’re my little treat for making it through.
Silly Q4tQ: what holiday gifts would you like to give to your favorite video game characters?
I want to give Hulkenberg a multi-volume cookbook set.
And I want to give Karlach a bottle of my favorite rum as well as one of those s’mores gift sets that includes chocolate, graham crackers, and marshmallows.
I’d give Mel from Pacific Drive fuzzy dice. He really needs them, and it’s one of the few options I was either unable to find in the game, or it wasn’t available.
Astrid from The Long Dark would get a hot tub out back of the Pleasant Valley farmstead that would work when the Aurora happens, and a great big bar of dark chocolate. Mackenzie would get a whole bunch of jerky.
Bea from Night in the Woods gets a small collection of classic literature: Jane Eyre, McTeague, The Awakening, The Turn of the Screw, As I Lay Dying, Country of the Pointed Firs.
Gus from Bear and Breakfast gets an egg dippy and a compliment, delivered over my shoulder while I run away.
All the swords in Boyfriend Dungeon get whetstones (though let’s be real, that’s really a gift for me).
Q4tQ: Anyone ever have moments of game avoidance? It is a hard feeling to describe, but each time you go to launch a new game you were previously excited to get, you think “not yet” and either play something else or do an entirely different task.
I am a general saver of things in games, so I absolutely do this, and it’s motivated by a couple factors. Right now I’m having a tough time mentally with the holidays and stress and everything else, so there are a couple purchases I made just kinda waiting for me to not only get my act together, but also I want to have the luxury of a few minutes of peace to really sit down and dig in and have an enjoyable time doing it.
The games I’m waiting on are more or less like this. I really don’t want to get a quarter of the way into a game like Gris and have to stop playing for a week because I have to playtest the new Hearthstone meta for work and the kids have swimming and a concert and I need to get the car emissions tested and oh my god I haven’t even made cookies for Santa yet, and now I completely forgot what the heck was even going on in this game I’ve been told is a really compelling experience narratively. It stinks when this kind of thing happens with mechanics-heavy games, but with games that have a strong narrative I kind myself starting them over again.
And then there’s also the fact that you can never play or experience it the first time again. You can deepen the experience by replaying, frequently, noting those little spaces where you may have missed something, or now that you know the conclusion, seeing the small pieces of foreshadowing that didn’t seem too significant before you knew. But there will always only be one first time, and those first times can be special on their own. I’m just going to say Subnautica here, and if you know, you know, and if you don’t I’m jealous that you haven’t had your first experience with it yet.
And now that I’ve waxed philosophical about it all, no really, I need to bake cookies and decorate my tree before Santa gets here, oh my god. I hope all you Watchers have a cozy and restful holiday.
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