Big Features

  • Panic’s Playdate is the best play date I’ve had since childhood

    The aesthetic is notable, a sleek yellow device that fits in your hand and that you can hold in an even less cumbersome way than you hold your phone. Released with the kind of exclusivity and availability rate as a Nike sneaker, or more comparably, any of Analogue’s products. I didn’t get it at first. I had a strong affinity for Panic, of course, because of their association with Untitled Goose Game, Thank Goodness You’re Here, but most notably, from years before: Firewatch. With an even better track record of publishing games than Annapurna Interactive (rest in peace), Panic getting into producing not only hardware, but niche hardware at that felt like they were selling membership to an exclusive club that I, a fan of indie games, would never get to participate in, but as I kept thinking about it and seeing people post about it, the device seemed increasingly more charming.

    The first time I put my hands on a Playdate was on an emulator. Browsing itch.io the year after the Playdate’s release in 2022 made me feel like I was missing something not only in the moment I was missing it, but that the feeling was permanent; that I would never get to know. Obviously playing any Playdate game on an emulator prevents you from engaging with the main feature of the handheld, the crank, which I will go into detail later.

    If you’ve never heard of the Playdate before, it looks like this:

    Notice the crank on the side, and I can say, as a now owner of the Playdate, it is not a gimmick. It is as essential as the display is to the Switch, or maybe the best feature of the Switch is its portability, but I digress. Without putting your hands on it, I will admit that it is borderline impossible to sell another person on both the mindblowing utilization of the crank, as well as the tangible satisfaction of ‘cranking it’ for lack of technically a better term, but a funny one nonetheless. Even writing this, I am faced with this small regret that the vast majority of people who play video games, but specifically, even the people who enjoy small indie games (small here not intended as a disparaging term, but as a classification for the type of indie game on the Playdate) will never get to experience the utter joy of both the Playdate itself and the games on it.

    After I bought a Playdate, the people I showed it to were less than impressed by both the price (about $200) as well as the size and nature of games on it. If you buy the Playdate (which I definitely recommend), I would encourage you to engage with it on its own terms because that’s what it requires. The one thing holding Playdate back from its own success is the boring and incurious idea that a handheld console has to be powerful and capable of playing “games”: the type of games that “gamers” play. Bliss is on the other side of any individual’s opposition to the Playdate in any and every form. As unwilling as any Call of Duty player would be to admit that a game like Root Bear is fun, what they don’t know is that Root Bear will hit the same part of their synapses that go off as rounding the corner and popping off the shotgun at an enemy.

    Video games are experiences that feel good, and while there is genre preference, the brilliance of the Playdate is that the experiences feel universal, like they’re tapping into a specific joy that is not mitigated by preference or limited by ability, or even understanding.

    The first game in the series of games that comes with the Playdate is called ‘Casual Birder’, an experience where you play a boy taking pictures of birds to complete objectives and satisfy NPCs. It is a wonder to play. It asks so little of you and yet offers you so much in return. I struggle to find words to describe these games because the simplicity of the experience is the point and yet, there is so much to say. Walking around town looking for birds invokes play in its purest sense, accentuated by looking at a small screen, using the crank to locate and photograph the birds that you find. Even in my first experience, I realized why the crank was essential; the importance of the how your hands move affects the game more than holding your hand in a static position for hours at a time like any controller or keyboard would ask of you. The Playdate asks you to ‘play’ with both it and the game you’re playing.

    If you have any affinity for indie games, keep an eye on the Playdate and play it if you ever get a chance. I guarantee you will not regret it.


  • Apparently everything is stunning

    When did it start?

    I first noticed it when I saw a story about how the Metal Gear Solid 3 remake looked stunning. A cursory search led me to 64 articles that used the word ‘stunning’ in the last year alone. I didn’t even begin with the premise, but rather, I just noticed the word coming up a lot.

    That’s actually not true. It might be a semantic distinction, but it doesn’t feel like it is and frankly that’s all that matters at the moment. I really just hate the overuse of the word stunning and I guess I’ll try to figure out what I hate about as I write this.

    What does ‘stunning’ mean? Does it mean anything?

    stunning adjective
    1. extremely attractive or impressive
    synonym: beautiful

    examples:
    – You look absolutely stunning!
    – a stunning view of the lake
    – his performance was simply stunning


    What’s funny though is that the dictionary part of this doesn’t really matter. The more ubiquity there is among headlines, the less likely we are to recognize them or care that they are there. Everything is stunning. Every game, every trailer, every screenshot, every teaser, and even every Steam page.

    In the next example, “a stunning view of the lake” is implying a feeling of awe at seeing the lake, soaking it in, and failing to come up with a more interesting adjective to describe it (which is fine because it is generally an appropriate word), but applying it to games which are manmade, thoughtfully designed, constructions of what starts in a brain, ‘stunning’ is woefully insufficient.

    The “extremely attractive-” part of this definition is the most telling as in all three examples, it’s describing something with other elements to its beauty that would contribute to the use of ‘stunning’ like in “You look absolutely stunning!” where said statement would be between two people and the word in that case can be related to the person themselves outside of how they look.

    Everything is stunning, I guess

    Who would’ve thought that a visually accurate $383.99 statue that looks like the same iteration of Banjo-Kazooie in the most recent Super Smash Bros. would be stunning? Is it stunning because it’s life-like, or is it stunning because looks like it should? What is stunning about? Even if I was unoriginal enough to use a word like stunning, I don’t actually see anything stunning about it.

    Sometimes stunning doesn’t even emphasize visual elements, like PC Gamer’s recent article about a 240Hz 32-inch 4K OLED monitor, which again is ‘stunning. Is it the absurd number of acronyms and consumer terms needed to describe it that is stunning because in that case, I would agree.

    It makes everything worse

    Stunning is a buzzword. We know this, but part of what makes reading video game news, especially via an RSS feed so miserable is that everything eventually blends together and becomes everything else. By the time you make it through the multiple instances of stunning, and PC Gamer’s Wordle answer of the Day (which just, like, do the Wordle), even when you do stumble upon an article worth reading, it’s too late.

    After guides about Minecraft and the stunning new trailer for a pixel art Metroidvania, it becomes industry layoffs that are actually pertinent to video game development and video games themselves. But again, it’s too late. As far as I can tell, everything appears stunning to someone, even games that have an anime style that looks like every other thing that also has an anime style, which I get it, because it’s easy, but why is it stunning? There’s a new Destiny 2 mission that takes 19 hours to complete and even that’s stunning.

    To be fair, it’s not as annoying as “hidden gem”, “soulslike”, “charming”, “cute”, “fun”, or “wholesome”, but it’s not an excuse.

    Please stop buying video game peripherals products paraphernalia

    If I wrote an article about a nearly $400 Banjo-Kazooie statue, I might say it captures the era of the mascot with its beady lifeless eyes and represents the soulless consumerism of ‘gamers’ attempting to cash in on not on anything substantial or of merit, but simply their own nostalgia for something that they so clearly haven’t played in a long time because as someone who has recently played it can firmly say that it does not hold up at all, and though I have nostalgia for it, it has to simply be the idea of its existence and the opening of the door for me to better games because it is, for the most part, a miserable slog. This statement would not fit in a headline but it is something more substantial than stunning.

    For $400, you can buy this Banjo-Kazooie statue that on purchase will prove you haven’t played it in a while

    That’s the headline.


  • Dr. Disrespect was never good

    Note: For all intents and purposes, Dr. Disrespect, is referred to in the past tense, as I consider the character to be dead, considering recent events.

    If you don’t know who Dr Disrespect was, there’s just two things you need to know:

    1. He is a streamer who plays competitive video games and gets mad at them;
    2. In real life, he goes by Guy Beahm, but on stream, he dresses up as an over-the-top ’80s-inspired protagonist as a bit.

    The glaring omission has been extensively covered by virtually every gaming outlet, and while I’d happily get in line to add fuel to the shit show that is sexting a seventeen year old, I want to ask a different question:

    Why did anyone even like him in the first place?

    Technically, this is an easy question to answer, as it is obviously because of the aforementioned “bit” (which is made clear by his tropey mullet, mustache, and glasses from John Carpenter’s They Live). And yet, that only makes sense if every satisfied consumer of Dr Disrespect was not critically considering the character.

    The entire bit from the get-go was a terrible idea. A 42-year-old man (34 when he started streaming on Twitch) could do all the childish, inappropriate things that other streamers were and still are (appropriately) mocked for, but under the guise of “satire,” most of which is only established by the aesthetic.

    The issue here is twofold. Dr Disrespect lived outside of the boundaries of a social norm that must be able to be reinforced , i.e., It is not okay to physically and verbally lash out when you die in a video game. In contrast, as uncomfortable as a “character” and person like Ninja (a streamer of relatively similar fame) is to watch, he is at least unabashedly himself, blue hair and all. When he gets “too mad” at a video game, he is shamed by his viewers, and the social norm of not uncontrollably raging is reinforced. Tyler Blevins, the person behind the character, was too mad. Ninja is just his username.

    But it is also fun to watch people get angry. It’s not an indulgence that everyone can revel in, yet if watching someone lose their shit was cilantro, I’m on the side of it being a delicacy. There are those who think it tastes like soap, appalled by the sheer amount of rage compilations on YouTube, but to me, it is fun. Watching someone get angry over something meaningless reminds me that I am not angry; I am sitting on my couch, on the “moral” (for lack of a better word) high ground, proud that I’m in a better state than they were in that moment. It’s an ugly feeling—a part of my consciousness that I like to pretend is not me, or, if it must be there, it is not my fault. I am the one who’s calm, I tell myself, knowing full well that I have also raged in my worst moments, though shamefully, and that feeling of disgust at myself is the distinction. And yet I also know that I broke the left side of a keyboard with my fist once, which left me sulking and disgraced inside a Best Buy. And I wasn’t even streaming.

    Due diligence took me to the first result under the search term, “rage compilation dr disrespect.” In one clip, after being killed by another player, he walks off camera, returns, then asks incredulously, “Shotgun? It legitimately didn’t even fire. I pressed it. Did I have ammo? Did I have ammo? Can you guys tell me if I had ammo? Was my shotgun reloaded? Was there a bullet in there?” Side-splitting, I know.

    In another clip (linked here because it must be seen), after dying, he yells, “Are you fucking kidding me?” then angrily slams his desk twice and peaks his mic, screaming, chiding the developers. “No hit reg! Nothing?” he shouts, peaking the mic again.

    Finally, most tellingly, Dr. Disrespect reacts to a clip of himself, then sinks onto the ground out of frame, positioning himself below the clip version of himself raging. You can see just his hands peeking above the bottom of the frame in a position that can only be read as asking for mercy, as he repeatedly says, “Take it easy.” It’s as if he is the victim of his former self. It’s the only way the actor behind the character, Beahm, can make the moments in which the streamer goes off-the-cuff inappropriately seem intentional or lighthearted,  trying to convince us that we are laughing with him, not at him; that the level of rage displayed is merely a performance; that Dr Disrespect has new keyboards on standby, so he doesn’t need to go to a Best Buy to get another one.

    Ironically, there is space for a goofy parody of a Call of Duty bro screaming at his monitor and breaking his keyboard when he dies. Combined with the rage displayed by the worshippers of Gamergate 2, it could be an incisive commentary on the faulty narrative of video game culture as an all-encompassing interest that provides “gamers” with a tangible identity and a false confidence in the literacy of play and design without ever having to critically engage with their singularly obsessive consumption.

    In a shallower sense, though lacking the bite of this alternative, it would still have worked and potentially been more interesting (and less worth criticizing) if he hadn’t been actually mad. Imagine the surreality and bizarre tone of a movie scene wherein we learn that the actor is actually as angry as his character is, and about the same thing that his character is angry at. If you want to play a character, your actions and words should be considered in terms of the intended portrayal, but in his performance, he was so evidently actually mad. At a video game. Because he died. But he swears it was just the character.

    The rage itself was just the person. Guy Beahm was actually mad. Dr Disrespect was just his username, but still, he was the entertainment. The anger, the frustration, the complaining, the desk-slamming, the yelling, the masculine posturing, the hating every game he played (calling into question the degree to which a fictional character should or should not be interacting with the real world), and the morally dubious behavior for which he has been appropriately and extensively maligned for: All of this was Beahm.

    One response to “Dr. Disrespect was never good”

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      Gobrik

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