St.
George’s Games: Introduction |
St. George’s Games:
Introduction
Although, outside my regular job in linguistics,
most people probably know me as an amateur music reviewer, I have never made it
a secret that for an almost as large chunk of my life as I have enjoyed music,
I have also been (since around 1989, when dear Dad generously donated me his
first PC XT) an avid fan of video games — particularly those that offered a
chance to wash your problems away in an imaginary universe, a.k.a. Adventure
Games (and, later, certain types of Role-Playing Games and Action Adventure
Games as well). Oddly enough, this is yet another passion, along with languages
and music, that I actually shared with my father (I remember him fondly
retelling me the entire plotline of Sierra’s Space Quest III after he’d proudly beaten it without a hintbook),
but while his own interest in following the evolutionary thread of PC gaming
waned and fizzled out some time around the mid-1990s, mine never truly
disappeared — rather, it just followed its own pattern of on-and-off time
periods.
For a long time, it has been a dream
of mine to add a series of reviews of my favorite (and not so favorite) games
and game series to the slowly growing repository of my reviews of pop music,
but in the end, circumstances always forced me to put the idea off. Unlike
music — even its less blatantly «artsy» forms — video gaming has always been,
and still remains, an extremely niche form of entertainment, especially when it comes to plot-based
games that take themselves somewhat more seriously than the usual arcades,
platformers and various easy-going manners of amusement that people play on
their phones and tablets while commuting. Few, if any, people in my immediate
vicinity whom I know personally have ever been seriously immersed in gaming
(and those who have would probably not admit it for fear of being laughed off).
And, saddest of all, video games have a far shorter lifespan than music: most
of the titles that I have enjoyed in my teenage years can only be played on
special life support today (e.g. by using special emulators such as DOSBox and
ScummVM), look dreadfully antiquated on modern monitors, and are often
distinctly dated to their time periods, such as the late Eighties or the
mid-Nineties.
Even so, at the same time that I
began to prepare the newest relaunch of Only Solitaire, my music review site, a
very distinct inner voice (at times taking on the inflections of Tim Curry’s
Gabriel Knight, Dominic Armato’s Guybrush Threepwood, and Sarah Hamilton’s
April Ryan) began insisting that if I was ever going to make a stab at making
that old dream come true, it was now or
never. Several circumstances and observations contributed to that. First,
it just so happened that a recent deep dive into the gaming world, during which
I had the opportunity to truly soak in some of the 21st century classics (like
the Mass Effect and Witcher trilogies), actually helped pull
me out of a somewhat troubled period, or, at least, keep my head above water
during that time, offering a vast positive charge that could not be offered at
the time by anything else. Because of this, it’s almost as if I owe the genre a
debt of gratitude at present, and this is the only way I can think of to repay
it (short of designing a video game myself, which is about as likely for me as recording
a musical album).
Second, just as it happened with
music, the video gaming industry at present (as of our Covid-dominated times,
that is) seems to have also been caught in a rut: after the massive technical
breakthroughs of the 2000s and early 2010s, when 3D-based games finally began
to look as breathtaking as originally promised, and the epic sprawl of
open-world gaming all but exceeded the imbibing capacity of the average player,
it is currently beginning to look as if the industry is finally running out of
fresh ideas, with remastered editions of old classics catching as much of, if
not more of, public attention as original titles, which seem to be lacking the
freshness and innovation that you could find less than ten years ago (witness,
for instance, the relative embarrassment of the long-awaited Cyberpunk 2077 after the absolute
triumph of The Witcher 3).
While this may be just a temporary
stutter (I am not entirely sure of this, but I’ll hold off my judgement for a
few years at least), at present at least this perspective does bring a certain
whiff of «finality», which is easily convertible into an incentive to take a
careful look back and see where it all started, which directions it all took,
what sort of problems it faced, and where exactly, if anywhere, did it all go
wrong (or didn’t?). It is not even unthinkable that some of the more demanding
young players, bored with the monotony of the big studios and increasingly
turning their attention towards more daring and innovative indie developers
(yes, indie seems to still be an
active concept in gaming), will also want to pay more attention to source
material — some unique inspiration can actually be found in old titles. Some of
which, in turn, I’d be happy to re-introduce.
Now, onward to some particularities.
1. Why "St. George’s Games"? Isn’t that a bit... sacrilegious /
pretentious?
St.
George’s Books, as every veteran gamer born prior
to 1980 is obliged to know, is the name of the used book store owned by Gabriel
Knight, one of adventure gaming’s greatest heroes to whose character I can
somewhat relate. Since most of the titles that I play and review are every bit
as used (and seemingly useless) as Gabriel’s books, the name fits the site to a
tee... not to mention the fact that my own name is George, obviously.
2. What kinds of games do you actually play and review?
The site is and always will be exclusively dedicated to what might be
called «story-driven» or «plot-based» games. I have never been much of an
action guy — I can play a few rounds of Mortal
Kombat every now and then, but generally my arcade-playing skills remain on
the level of Digger and Arkanoid from the early-to-mid Eighties.
My favorite genre has always been and remains adventure gaming — from the early
text parser-based classics of Sierra on to the point-and-click style of
LucasArts and other inventive studios of the 1980s-1990s, but I can actually
handle RPGs, action adventure (such as RockStar games), and even first-person
shooters and survival horror, but only
as long as the game involves an actual plot, individual characters, and serious
elements of world-building. Thus, Half-Life
works for me; Quake does not. Grand Theft Auto is the shit; Mario Brothers, not so much. Simple.
Basically, I don’t play for «achievements» or to prove the superhuman origins
of my fingers (they are quite ordinary, in fact); I play to entertain my
imagination.
It would be nice to have the site
eventually become a sort of museum of solid plot-based game series, though it
is most likely that this is a far more ambitious goal than I’ll ever be able to
reach. At the very least, I have very
serious plans of writing about every Sierra On-Line and every LucasArts
adventure title ever released. How deep I’ll ever get into the RPG and action-adventure
genres, I am not yet able to tell.
3. Which platforms?
Even simpler. PC, and nothing but
PC. Never owned a Nintendo, never owned a PlayStation, never owned an Xbox,
never even had a joystick or a controller — mouse and keyboard work for me just
fine. I like the idea of using the same device for my work and my play, I’m
perfectly happy with the graphic resolutions and processor speed provided by my
machine, and I enjoy the possibility of freely twiddling with the games,
modding them and taking a peek at their entrails if necessary. This does
deprive me of the opportunity to check out some titles I’d most likely enjoy
the hell out of (The Last Of Us), but
about 90% of what I am interested in is available for PC, and even games that
were not previously available for PC are gradually coming around (Red Dead Redemption 2, Horizon Zero Dawn, etc.), so I don’t
worry, I’m sittin’ on top of the world.
4. What do the actual reviews look like?
Unlike my musical reviews, my
reviews of video games have a fairly rigid structure — this is because games
are complex entities, each aspect of which can be analyzed and judged
separately from the other (though ultimately, of course, they are all
connected). The Basic Overview
section is a general introduction, containing some factual information about
the game. Content Evaluation is
devoted to writing about the substantial aspects of the game: Plotline, Puzzles or Challenges / Action (depending on the genre of the
game), and Atmosphere (easily the
most important part for me — this is all about world-building, immersion, and
emotional content of the game). Technical
Features give a (usually more brief) assessment of Graphics, Sound, and Interface (mechanics of the game, screen
layout, controls, logistics, etc.). Finally, a general Verdict is issued — if you’re not interested in a long read, just
skip over there to see me recapitulate whether the game is a masterpiece or a
piece of shit or something in between.
There is also some purely technical
information about the game at the beginning of the review (date of release,
studio, main author, primary credits, etc,), as well as links to sites such as
Wikipedia and MobyGames where you can find additional info, or GOG.com if you
want to buy yourself an oldie. Finally, there are links to my own playthroughs
of the games in question which I diligently post on YouTube.
5. YouTube? Do you actually do Let’s Plays?
NO, so help me God. (For the record, I don’t judge
let’s-players en masse — some of them
are pretty funny, but, unfortunately, most just do it to get subscribers and
monetize their channels). I do, however, scrupulously play each game I review
back and forth, or replay it if it’s been a long time, so I thought it would
also be a nice gesture to record these playthroughs as well — in as much detail
as possible. I think that the resulting channel, St. George’s
Games, actually looks quite nice (before YouTube blocks it for too many
copyright claims on the music in GTA videos, that is), and I’m actually kinda
proud of my Paragon and Renegade Mass Effect playthroughs on there. Check it
out, if you got seven hundred hours of spare time to burn or something.