126.
Not the least of the pleasures of playing Tetsuya Mizoguchi’s Rez is the counter-intuitive way the trigger works. If usually the gamer presses the trigger to shoot the target, in Rez the gamer releases the trigger to shoot. Actually it’s a two stage operation: hold the trigger in to select a target; release the trigger to shoot. As you move through a tunnel-like space, with pounding house beats in your ears, various potential targets swim and swish by, or take a swipe at you — or rather at your character. You hold the trigger down to lock on to them as targets, and then release it and watch as fiery lines radiate toward the moving targets. One’s missiles seem more balletic than ballistic. They arc towards their targets even as those targets move.
This trigger mechanism works the same way in Sega’s Panzer Dragoon series, which predate Rez and are an obvious influence.
Yes. I wasn’t claiming that it originates with Rez, but that it is still counter intuitive if you are used to the more standard trigger mechanism.
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> one targets what to shoot at
> and shoots at what one
> targets pretty much for its
> own sake
Not necessarily true. If you want the special, “true” Pink Butterfly ending, you must acheive 100% shootdown on Area 5, Fear.
I think this is covered in 129: “The gamer may need to target one thing in order to subsequently target another, but this is more a matter of stringing targets together as a sequence in time.”
There were actually test like this, with everyday people and the type of abstract shapes that they react to whether they see them as menacing or freindly and their reaction to shoot or not too and most people failed….i dunno maybe they were trigger happy…..
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Sorry for the nitpicky spelling correction: synasthesia should be either synaesthesia or synesthesia.
noted — thanks
“The analog yields to the digital.”
Ok, after reading all of this I still come back to the above quote. Because you can be obtuse in your writing I can’t quite figure out if you are trying to be clever with a metaphor or if you are trying to make a comment about input (Rez will accept both digital and analog controllers for the PS2).
I think you’re taking it a bit too literally there.
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Anxiety: I would be interested to know your views on (Digital) Games as a way of influencing the (Analogue ?) chemistry set that is the player (heart, gonads, brain etc). Is gaming a way of getting a fix without popping a pill?
I smoke. I drink. Occasionally I take mind altering drugs. NOTHING imbibed or ingested compares to flirting on line or real sex. I think (perhaps) the reason I don’t play games on the PC is I KNOW I would become addicted (chemically) to the fix. Is this worth exploring?
(Sorry this post is “personal” experience, rather than academic – but I’m a biologist not a physiologist…so has to come from personal perspective…)
No need to be sorry. Its an interesting perspective. Wouldn’t that be a great research project: here is your brain on drugs; here is your brain on Grand Theft Auto. What is the same and what is different? I guess there are imaging technologies for finding out. I’m only a media studies scholar, so i lack the skills for this. But i agree — it would be interesting!
There was a study done on this, I think by the Center for Media and the Family (obviously biased) that showed increased brain activity (interpreted as anxiety) early, but inclusive data late. I am not sure where I read this, but I think it was mentioned in the recent testimony before Congress regarding CAMERA.
while i’m in favor of a scientific approach, the problem is in a too hasty attempt to say what it ‘means’. WE can say absolutely nothing about what the violence-stimulus-brain activity means. It’s an absurd question. But we could compare it to other patterns of media-stimulus-activity
or you could attempt to compare the brain activity due to violent video games verses the brain activity due to actual physical violence – if they are the same, could video games be not a trigger but an outlet for violence?
Sarah: This is an old theory, going all the way back to Aristotle’s idea of theatre as ‘catharsis’. A prior question to ask, however, is why we have to think of violence as necessarily having a cause? The assumption seems to be that we’re not inherently violent, so where there is an instance of violence, there must be a specific and local cause.
I think any up to date discussion of Rez needs to include some mention of Tetsuya Mizoguchi’s latest, and spiritual sequel to Rez, Every Extend Extra. It hasn’t received as much fanfare from the ‘games are art’ Guardian reader camp, but it is receiving great praise in the industry. I love Rez one hell of a lot, but it basically takes the schmup (or shmup) genre and dilutes it for the mainstream/casual gamer (a good thing in a way). Rez maybe prettier, but it isn’t a real schmup like Every Extend Extra (or Ikaruga, Radient Silvergun et al.). Relating to the comment above, schumps are ‘zone’ or ‘twitch’ games, and any schmup fan will tell you, the zone is exhausting. Your heart pounds, you sweat, your head aches, your air stands on end, and it really is comaprible to recreational drug – even the good ones! It takes a year or two with some games to reach the Zone, but I think it is a important phenomnen core to Rez and it’s genre.
Sorry – I meant ‘comments further above’
Will
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