SHOOTER is an anthology of critical essays about first-person shooters. The 15 chapters explore the genre from a variety of cultural, social, political, and historical perspectives. Featuring chapters from some of the best minds in game criticism, custom hand-drawn illustrations, and a foreword by Clint Hocking, lead designer on Far Cry 2 and Splinter Cell.
Judgment has little to teach us about the human condition.
The chainsaw-gun is where Gears of War begins and ends.
Maria was my personal statement on Terri Schaivo and my belief in right to death...through a dudebro shooter with lizard men. #GearsFacts
The torture the Locust did in Gears was my thinly veiled statement about Gitmo...through a dudebro shooter with lizardmen. #GearsFacts
What I wanted to try doing with Xevious was, for the first time, to give a video game a consistent world and setting. Also, within the limitations of the existing hardware, I wanted to create high-quality sprites. Finally, I wanted a story that wouldn’t just be some tacked-on extra, but could actually stand on its own merits.
This “experiment”, if you will, was a totally new way to approach making a game. It was closer to the way anime and movie creators think.
I have two quibbles with the book, and I think it would be disingenuous of me to not at least mention them. The first is that I was shocked to find that there was nothing dedicated to the Haloseries in the book. Those games operate on a number of interesting levels, and I think that a comprehensive volume on the act of shooting could have really been bolstered with an essay about aliens, genetic superheroes, and space shooting.
The other quibble is that Shooter tends to lean toward the single-player spaces and stories of games that often have strong multiplayer components to them. It is strangely absent despite multiple allusions to this multiplayer dominance in the world, and Steven Wright’s “The Joys of Projectiles” as well as Jackson’s piece above both hinge on the reality of multiplayer shooting; more than this, Clint Hocking’s foreword doesn’t even make sense if you don’t take multiplayer shooting seriously. The collection would feel much more comprehensive if that topic had been included.
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That leads into something i've been thinking about. Throughout this discussion, there have been numerous folks worrying about spoilers. This is all well and good for a variety of things but worrying about spoilers for shooting games gave me a bit of pause. I don't know that any of the narratives of the games suggested are actually worth the worry given that most of them are just Joseph Conrad, ...forever. Regardless of that, who am I to make such distinctions. To each their own, etc, etc...but I'm still curious.What would a spoiler for these games really take away from the experience they provide?
On Tue, Nov 24, 2015 at 3:14 PM, Cameron Kunzelman <cameron....@gmail.com> wrote:
I reviewed this book for Paste when it came out! http://www.pastemagazine.com/articles/2015/06/shooter-15-critical-essays-about-games-with-guns-e.htmlI think this is probably the most operative thing:I have two quibbles with the book, and I think it would be disingenuous of me to not at least mention them. The first is that I was shocked to find that there was nothing dedicated to the Haloseries in the book. Those games operate on a number of interesting levels, and I think that a comprehensive volume on the act of shooting could have really been bolstered with an essay about aliens, genetic superheroes, and space shooting.
The other quibble is that Shooter tends to lean toward the single-player spaces and stories of games that often have strong multiplayer components to them. It is strangely absent despite multiple allusions to this multiplayer dominance in the world, and Steven Wright’s “The Joys of Projectiles” as well as Jackson’s piece above both hinge on the reality of multiplayer shooting; more than this, Clint Hocking’s foreword doesn’t even make sense if you don’t take multiplayer shooting seriously. The collection would feel much more comprehensive if that topic had been included.
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First-person shooters are all about power fantasy.
What makes the genre so appealing isn't that you get to shoot guys; it's how shooting those guys makes you feel.
Our target is basically a gamer that is coming home after a long, tiring and overall a shitty working day. So we give him the opportunity to just sit by his computer and let some of the steam go by shooting NPCs and destroying the level.
Believe it or not, I was uncomfortable with the original Wolfenstein 3D and the whole concept of first-person shooters. Somehow, that just felt wrong because it seemed like I was shooting real people—even if they were Nazis.