August 28th, 2007
I’m taking a break from playing and writing about RE4 at the moment. I re-read my first post on the game and was pretty dissapointed. Even though my goal was to present a unique analysis of the game, I still feel the path I’m taking is the wrong one. I don’t want to write about the game in a goofy stream-of-conscience way and merely hint at the greater ideas.
So, my break began, and I started looking around for some other articles, and as luck would have it, Simon over at www.gamesetwatch.com had found one for me And, that reminded me of a few other great articles, all by the same person:
What appeals to me is the care given to the techniques used by the game to create its experiance. The discussion takes the game seriously, and tries to relate the ideas to the human condition amongst other interesting connections. I had actaully played “Dead Rising”, and I found the ideas in his review to be really spot on. And something amazing, his review actaully increased my enjoyment of the game! That’s typically not something that happens.
But, the articles got me thinking about what my analysis might be lacking, in particular analysis techniques unique to video games. Sure, people look at the plot of a film much the same way they would for a book, but a film offers much much more. Sound, space, music, acting, makeup, costume, etc. There are many many things in a film which allow for a deeper analysis. One of my favorite film classes focused on spatial relationships in film, looking at how actions were framed, the use of space, engendering spaces / locations etc. After that class, I had a much greater appreciation for film.
And such, I contine to pause looking for new ways to analyze this game. Most likely the control method, the interface, the gameplay, essentially the interactions are what I’m curious about, as they set the game apart from a movie. So, in that regard if anyone has some suggestions that would again be great.