Going Digital: The lament of a comic collector

I’m quitting comics. Physically at least. Or, well, I’m attempting to.

I’ve had a tough time letting go of reading comics physically. No tablet, phone, or computer screen has come close to replicating what it actually feels like to flip through the pages of a comic. To look at the panel layout; the color and the line work up close; and then organize it with all its corresponding issues. It’s a ritual.

It was different letting go of the physicality of video games, though that wasn’t easy either. After getting one too many plastic cases that had nothing but a disc inside, the idea of of buying games digitally got easier and easier. Yes, I can’t trade them in, but buying digitally makes me think twice about the game I’m buying.

I’m still coming to terms with owning most of my entertainment digitally, but the decision to transition boils down to one thing: space. My girlfriend Juliana and I use to move often, sometimes once a year (once even to another coast of the US and then back again). With every move we are faced with the either taking all our books, records, and games with us, or leaving them behind. In most cases, we go through a purge. Every move we narrow our collection down more and more. The collection that gets it the most severe, every time, are books.

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Our lifestyle is a frustrating contradiction to our interests. We like to travel. To make impulsive choices. However, we love pop culture, and with that, often comes the urge to collect and surround ourselves with the worlds we love. We own a lot of crap, and that gets in the way of our somewhat impulsive nature.

It is undeniably trendy to be minimal right now, but trends tend to reflect the movement of our culture. As we shift towards streaming platforms, owning physical things has become less enticing.

 

Every Wednesday when I come home with a few more comics, I face a feeling of dread when I  drag my comic box out from the closet, and add to the increasing weight of what I consider a very small collection of comics. With a lingering possibility that we’ll be moving sometime in the next year, owning these comics is becoming a burden rather than something I value.

 

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One of the hardest things I think I’ve done in my maturing nerdom is part ways with most of the cases to my DVD’s and Blu-rays. I even moved on to do the same with some old games. Now it’s time to move on from owning comics, and start reading digitally.

This is the week that I officially declare my full blown attempt to read comics from a screen. I’m cringing just writing it. But, I won’t know how I truly feel about it until I at least give it a shot. For the next few weeks I’m going to give updates on my pros and cons on the endeavor.

Kurt Indovina
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P.S. I’d be lying, however, if I said I’ll be quitting all comics physically. Some series’ I’m going to continue to buy issue by issue, mostly with the intent of someday lending them out to someone who I think would also cherish it. Right now, that series is Black Hammer. Holy hot shit I can’t stop freaking out over how fucking good it is. It makes me sick I love it so much.

Splatoon 2 Review in Progress

When Splatoon first came out two years ago on the WiiU, I had a feeling of hesitation. A feeling that is actually quite similar to what I’m feeling with ARMS right now. I was interested, but equally a little off-put for a number of reasons. First, I’m not a competitive online gamer. Second, it didn’t look like anything else to come before it; there was nothing to compare it with, which made it exciting but also wary to approach. It’s hard for me to justify $60 for any game, especially one that resembled 90’s era Nickelodeon and a tentacle fetish. So I left Splatoon to the early adopters.

I noticed from afar that Splatoon had managed to sustain a community of players. So now as a Switch owner (desperate to play something new), and with Splatoon on its second rodeo, I decided to give it a shot. Or, in this case, a squirt — er, actually, I take that back.

I’m equally glad and ashamed that I waited till the second game to join in, but ultimately enlightened to find that Splatoon is making me something I thought I would never become: a competitive online gamer.

You take the role of these tween humanoid squid kids known as inklings. The spine of the game is focused on competitive 4v4 matches, the most prominent mode being “Turf War.” Armed with a super soaker filled with ink, the objective is to splat as much territory as possible. Covering the map with ink also increases you and your team’s mobility. The inklings can change form into small squids that can move faster, cover, and refill their ink gun when emerged in your team’s ink.

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Image courtesy of Nintendo

Every two hours the maps rotate, allowing only two maps to be played during that window of time. Though at first I thought it was a bizarre approach, I eventually found it to be a very clever. It gave variety to how I played, and never allowed me to get too comfortable. It also stopped the majority of players from weighing on one map specifically. Made me think back to my brief and short lived time playing Black Ops, and how Nuketown was always obsessively voted on as the next map. It became predictable and boring.

As I mentioned earlier, I’m not a competitive gamer. I’d much rather be fighting alongside someone against NPC’s than actual players. I just have more fun that way. Splatoon 2 is warping my perception of that, however. It has a very approachable leveling system that actually makes me feel like I’m progressing. Between levels 1-10, you’re only allowed to play “Turf War” (which is all I’ve been able to play). After level 10 I can progress to other modes such as Splat Zones, Rainmaker, and Tower Control. All of which can be accessed in either Ranked Battle, and then once you level up high enough, League Battle.

And though it may sound like I’m just grinding match after match to slowly level up to more competitive modes, there’s a satisfying reward system along the way that’s keeping me engaged and wanting more. Also, the matches are short, which is a huge plus for keeping me on my toes, and constantly wanting to play just one more round.

As you level, you gradually unlock different weapons and gear to purchase. Different gear has different attributes, like walking through enemy ink faster, or decreasing damage taken. As you play wearing that gear, it’ll level and unlock new buffs. Also, gear gives you the opportunity to customize and dress your inkling like a J-pop star. A dream I’ve wanted to fulfill in reality (I’m too tall to fit most Japanese clothing brands).

There’s a much broader variety of weapons which is a contrast to the first game if I understand correctly. From normal squirt guns, to paint rollers, or even umbrellas, each weapon has their own strengths and weaknesses, and favor a very specific playing style.

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Image courtesy of Nintendo

There’s also a campaign mode which I’ve only played for an hour or so. It follows a pretty old-school liner approach which is reminiscent of games circa 1996-2000: play a series of levels; fight boss; move onto next world. The campaign thus far feels like a very extensive bootcamp for crafting players’ skills to play online. It teaches a variety of mechanics, while giving the player an opportunity to test out different weapons in varying scenarios. Also, this is probably the first time where I’m more inclined to play online than I am the campaign.

Salmon Run is Splatoon’s attempt at a horde mode. You play cooperatively with three other players, as you try to survive wave after wave of mutated salmon creatures. The variety of enemies is staggering, each one having devastating a attack, with a specific weakness to take it down. This mode, more than anything, could desperately benefit from voice chat. Which the game has… sorta.

I haven’t been able to try out the voice chat feature of Nintendo’s corresponding smartphone app that enables voice chat yet, and frankly, I don’t know if I ever will. Also, its use is limited to only working with players you know. So until I have three other friends who have the game and a willingness to play it together, I can’t even use it if I wanted to.

Salmon Run is only available to play in 12 hour intervals a day, which I’m having a hard time wrapping my head around as to why. Is it to build that sense of exclusivity, thus building hype and anticipation to play it? I don’t entirely hate it, because it gives me something to look forward to (which is maybe its intentions, and in that case, it’s working). But not everyone is as patient, so I can see it being annoying.

It’s hard to admit now, but when looking back on my hesitation of games like Splatoon and ARMS, I didn’t try them because they were different. Nintendo time and time again challenges its consumers by attempting new things. But this time around, they took something as familiar as the competitive shooter, and instead of completely trying to redefine it, they skewed it just a bit, and added their own new weird-ass mechanics. It works. And I love it. Though I haven’t invested a ton of time into it, I’m already well invested, maybe even addicted.

For money sake, however, I’m still gonna hold off on ARMS.

Now, only if Nintendo could implement this style of online gaming for Pikmin. A girl can dream, can’t he?

Kurt Indovina
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Life Update: I’m going to the GameStop Expo in Las Vegas

I never thought I’d be going to Las Vegas. I remember when I was younger declaring that I’d never go. I also felt the same way about Florida. The place where old people go to die. But recently I’ve started to lighten up. I’ve started to make an effort in examining things differently. This shift in thinking has allowed me to look at a place like Las Vegas, and instead of cringing at all the things overtly wrong with it (its exploitation of mankind’s worst habits: prostitution, gambling, Elvis impersonators), I’ve come to embrace it in all its tacky peculiarities. From a distance, it looks like a Frankenstein’s monster of the world’s most stereotypical cultures. A confused amalgamation of everything that’s wrong—and also arguably great—with America. I’ve become fascinated by it. I want to go. And serendipitous enough, I’ll be going there for work.

I was able to receive a press pass for the 2017 GameStop Expo happening in Las Vegas on August 27. I haven’t applied for a press pass before. I assumed I wouldn’t get it. But I suppose I got lucky. I’m going as an independent journalist which means I’ll be paying my whole way there and back. I was financially stressed at first, but this is something I have to do. Not only to attend my first convention as press, but to experience Las Vegas.

At the moment, I don’t really have a game plan. I prefer that. I’ve been to PAX West so I have an idea of what to expect, but I get the impression the GameStop Expo is nowhere near as big as PAX. PAX is also happening two weeks later, and I imagine if patrons had a choice to attend one or the other, they’d go to PAX. But who am I kidding? I actually have no idea what I’m talking about.

Accompanied by my girlfriend Juliana—who’ll be armed with a DSLR—I plan on getting as much footage as I can. Really, that’s the plan. She, however, has big dreams of riding Vegas’ famous gondola. How authentic.

What I’m looking forward to playing:
If Super Mario Odyssey isn’t on the showroom floor, I’m going to pay a prostitute to hold me while I cry. Juliana will be too busy reenacting her playthrough of Fallout: New Vegas to comfort me in the case that SMO isn’t present.

Though I’ve already had my share of time with it, I’d like to give Skyrim a shot on the Switch.  Whether or not there’ll be a playable demo, I don’t know. But I’ve been on the fence with re-purchasing the game for when it comes to the Switch. I think I’m more in love with the idea of it being portable than I am with actually playing it again. I think having it in my hands will make or break that decision.

I hardly give Microsoft a chance. So I’m going to make it a point to hang around its booth, and like my perception of Vegas, try and find something to embrace. I’m hoping to see some of its exclusive indie releases like The Artful Escape, or the highly anticipated Cuphead. Good on Microsoft for swooping up some good looking indies.

In the meantime, I’ve been gearing up for the trip. I’m currently on the hunt for a good travel bag. Something that can hold my camera, a couple lenses, my mic, and any other gear I’ll need to take with me.

What am I currently playing?
I had the pleasure of a long weekend. One of those days was dedicated to playing What Remains of Edith Finch. I’m placing that one firmly in the inspiration folder of my mental attic.

Last weekend I got Realms of the Haunting from GOG. I hadn’t played the game prior, but it seemed perfectly in place with my love and fascination for full motion video games. GOG has been a wonderful blessing to allow me to experience cult pc games that I otherwise completely missed. I haven’t been able to put too much time into it… yet.

What am I reading?
I’ve been reading Steal Like an Artist by Austin Kleon. Yes, it’s a New York Times Bestseller, and I’m sure if you’re a creative, it’s been recommended to you—as it was to me on a few occasions. I’m about halfway through, and I love it. It is, to me at least, preaching to the choir. Most of what’s in it I’ve learned along the way as a creative. But it’s always assuring to have it in print, and in a tangible book that I can refer back to when I’m in a rut. I have a shelf of books that I often go back to and skim through if I’m having trouble moving onto the next step. It’ll have a nice home there when I’m done with it.

I’ve also been picking through Jeff Lemire’s Roughnecks. Contemplating on doing a review. Not sure yet.

Also, I started a YouTube Channel. New videos every Thursday. Currently my main objective with the page is to build my onscreen presence. More specifically, I’m using this as a means to get overall more comfortable on screen, and build my skill as a cohesive speaker. I still think I have a long way to go. Here’s the channel trailer:

Thank you for reading. Till next time.

Kurt Indovina
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Kurt’s E3 2017 Highlights

Original article courtesy of WarpZoned.

Detroit: Become Human
I remember the first time I spent an entire night playing Fahrenheit: Indigo Prophecy from start to finish in a single sitting. It was unlike any game experience I had had up to that point. I became invested in whatever video game developer David Cage and his studio, Quantic Dream, would put out.

Detroit: Become Human is the next installment in his signature “interactive drama” genre, and this time, with a bigger more ambitious sci-fi take than previous games. I admit that I’m not enthralled with its setting, nor the main characters based off what I’ve seen. But Cage is only one of few who delivers a truly cinematic feeling and pacing to games that I cherish dearly, an approach I love to see done in an interactive medium like games. I miss the David Fincher-esque noir/thriller style of Heavy Rain, and though Beyond: Two Souls went off the rails at times, I can’t deny that I played it more that once. I respect Cage and will play just about anything he puts his name on.

Super Mario Odyssey
“And the weirdest looking game award goes to…”

No, but really, talk about Nintendo doing whatever the hell they want. Mario can possess any object he wants with his hat? Humanoids in a Mario game? Realistic dinosaurs? I’m curious to know what ideas from the brainstorming sessions for the game won’t make it into the final product. For the first time in a while, it seems that Nintendo is listening to its fans after all. It’s been seven years since we’ve seen a full blown 3D Mario game and I think it’s safe to assume that we’ve all been hungry for one. But this is also the first time in while that it appears they’re using the franchise to really push the boundary beyond previous installments, while still maintaining all the things that make it a Mario game. If Nintendo manages to do with Super Mario Odyssey with what it did for Breath of the Wild, 2017 could be shaping up to be one of my favorite years in gaming since 1998. Waiting till October for its release will be torturous, but from the looks of it, hopefully very well worth it.

-Kurt Indovina

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It’s 2017 and Adventure Games Are Mainstream Again [WarpZoned Article]

TL;DR: I was given the opportunity to write an opinion piece on why I think Adventure Games will be mainstream again in 2017 for WarpZoned. Here it is.

I’ve been wanting to write this story for a while now, I’ve just been waiting for the right time. For the past year, I’ve been convinced that the adventure game genre is on the upturn for becoming mainstream again. And I believe most of that is owed to its influence on popular games of recent (Kentucky Route Zero, Night in the Woods, Firewatch). Whether or not the genre ever actually went away is up for debate.  I don’t really think it did, but I think the expectations of game sales became disproportionate as consoles grew in popularity, making adventure games seen as commercial failures in comparison of other huge AAA games sales. Adventure games, after all, were primarily only experienced on PC’s, which really narrowed the market for them.

With the recent release of Thimbleweed Park, Full Throttle Remaster, and titles by not-as-established-developers such as the Paradigm, The Journey Down, and a slew of others, I saw now as a pivotal moment to finally tackle this story. I really believe that 2017 will be the year for adventure games to “come back.”

Serendipitous enough, as I began drafting up the story a month back, John Scalzo of  WarpZoned reached out and asked if I wanted to contribute to their site. WarpZoned is a site that looks at how games of the past reflect forward on the games of the present, making the site a perfect fit for what what I was trying to convey in this article.

Further proving my point, days before my story went up, IGN posted an article on the 29 essential, must-play, adventure gamesIt’s really good, and I’m envious I didn’t do it first.

Anyway, I’ve rambled enough. Here’s the article: “It’s 2017 and Adventure Games Are Mainstream Again.”

A massive shout out to John Scalzo for giving me the chance to write this, and also, for being a really cohesive, somewhat hands-off, editor.

What do you think?  Are adventure games finally becoming a norm again? Do you even know what I’m talking about? Let me know in the comments.

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You’re friend,
Kurt

Buffalo Game Space 2017 Showcase Round-up: Bound for growth

Days leading up to the Buffalo Game Space Showcase, my initial plans were to go there, play all the games available, and do a mini-write up on each one. Upon arriving and entering the space, located in the Tri-Main Center off of Main St. in Buffalo, NY, I was immediately overwhelmed with just how many games were crammed into the 3,000 sq. foot space. A space that will most likely have to grow next year in order to accommodate not only the games being showcased, but its attendance.

A few years back, when I was working for Indie Game Magazine, a press release had come through for a Kickstarter launching the Buffalo Game Space. Having roots in Buffalo, I immediately advocated for the story to be covered, but also, I was excited at the very idea of a gaming co-work space. Admittedly, at first, I was quite envious of Buffalo—being that I am now a Rochesterian, and regardless of what we all think, there’s always going to be a little rivalry between the sister cities. I was excited that somewhere in upstate New York, a group of people were beginning to plant the foundation for the game industry’s growth, but also, a little jealous Rochester didn’t get there first. But that’s okay; we’re all in this together.

Petty jealousy aside, I now realize that the Buffalo Game Space is the beginning of something huge, and not just for Buffalo, but for all of upstate New York. The showcase featured games being developed from both Buffalo and Rochester, from students and indies.

Out of the 25 games being showcased, no two were the same. Whether or not that was a conscious choice by BGS to curate the show that way, I don’t know, but regardless, it kept the experience of every game fresh. Also, I owe this event the opportunity for me to experience virtual reality for the first time; an experience I was glad to have had in an intimate environment where I could talk to the developer directly. That communication looked something like this:

Since I unfortunately wasn’t able to take the time to write about all the games displayed, I instead chose to write about a few that stuck out most prominently.

Shotgun Farmers (3rd place winner in the NYS Game Dev Challenge), by one-man developer Waseque Qazi, is a competitive multiplayer FPS where players mow each other down with weapons made of vegetables, which use vegetable seeds as ammunition. When shots are missed, the seeds grow into new guns. Once you’re out of ammo, the player must harvest the crops for other weapons. Its visuals are simple—a color pallette and cartoony style reminiscent of Team Fortress 2—making it distinct and immediately identifiable. Qazi aims to have the game out sometime late-summer.

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Whisper of a Lullaby, by Children Among Giants (a studio formed mostly of Rochester Institute of Technology students), poises on the outer layer as a cute platformer starring a sheep in a world made out of candy, cookies, and other sweets. But under the surface tells a serious and dark story of a young boy wandering the dreams of other children, who must use the powers gained from their dreams in order to overcome his own nightmares. It was the game’s juxtaposition of adorable aesthetic, mixed with an underlying serious tone that really drew me to this title.

Other games off hand that displayed promise were Space Pew Pew, Fist’s Elimination Tower, Hovership Havoc, and more. Unfortunately, there’s a lot games not mentioned here, and I apologize for that. A trailer for most of the games can be viewed below.

Come next year, I’d like to be more prepared for this event— heavily armed in hopes to write as much as I can and possibly do some video work as well. But I also predict that it’ll be even more unmanageable to tackle such an ambitious feat, assuming that the volume of games displayed will increase.

I asked Chris Langford, Vice President on the Board of Directors at BGS, via email if he foresees having to expand the space or move the event for future showcases. Chris expressed an interest in continuing to stay in the Tri-Main Center, but with hopes to expand the event into the hall ways, possibly into the lobby of the building. He was adamant that attendees were invited to see the physical location of BGS, so they can also see where other events are hosted, and get a visual sense of the coworking community.

The range of talent, style, and dedication displayed in that room was inspiring, and left me wanting more. I left wanting more events for local indies to showcase their work; more spaces for creatives to work and collaborate together. The Buffalo Game Space is living and breathing proof of the overwhelmingly fast growing community of developers in NYS. At first I was envious, now, I’m convinced every city needs a space like the Buffalo Game Space.

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– KURT

Rochester, NY continues to cultivate a video game industry all its own.

Three years ago when I first heard that The Strong Museum of Play (located right here in Rochester, NY) initiated the only Video Game Hall of Fame in the United States, my Roc pride was met with triumphant fists to the sky, followed with a “fuck yeah! I love my garbage plate city!”

Seeing The Strong make headlines on major game publications such as Polygon for the game museum, or Game Informer write about the launch of a “Women in Games Initiative” always comes off a bit surreal. But why is it surreal, when it now seems to be a reoccurring theme for Rochester to be making headlines in the game industry? It’s because, at the end of the day, this city is still small. Hang out at enough coffee shops, and get your groceries at Wegmans, in a week’s time,  you’ll practically be the mayor of Rochester. So seeing this small time town make headlines on huge game news outlets gets me giddy.  It’s a different feeling from living in Seattle–a city recently built on the foundation of the gaming industry–where headlines about Nintendo and Microsoft and Valve are to be expected.

That all said: today I was able to attend an event here in Rochester, that journalists at major publications, couldn’t attend so easily. Being a Rochesterian, and a game journalist, I was able to mosey just a few blocks from the CITY Newspaper offices (where I work) to The Strong National Museum of Play, and witness the unveiling of 2017’s Video Game Hall of Fame inductees in person, when otherwise, others watched from a live-stream. It felt good.

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Best part of today was that I finally got the chance to write for my local publication about video games–an opportunity I’ve been patiently waiting for. So a big thank you to CITY Newspaper for allowing me to do that.

Whether or not they intentionally chose May 4 — arguably geek culture’s most favorite day of the year — is up for debate, but The Strong National Museum of Play today presented the 2017 inductees into the World Video Game Hall of Fame. Based on a committee formed of international journalists, game developers, and educators, this year’s inductees include “Donkey Kong,” “Street Fight II,” Pokémon “Red” and “Green,” and “Halo: Combat Evolved.”

Please be sure to read the full CITY Newspaper piece here.

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