Words! Unlimited
transmitters of information, unparalleled transportation for communication!
These supremely significant symbols signify all knowledge that shall ever pass
from one human brain to another. Pouring from the mouths of all who live easier
than air, they infest the world with ideas equally insidious and ingenious. Thrown
to the wind like flowers in the breeze, they ingrain themselves in the hearts
of men. Also alternate genders of human, a small subset of clever animals, and
theoretical lab experiments where cardiovascular systems gain sentience. Words
are tools, to an author as a hammer and nails to a carpenter or confidence and
mental insulation are to successful businessmen. But there are not a thousand hammers
of varying shapes equally equipped to conquer every nail. For the humble author
need not worry about mere execution, but the tools. Before he can concern
himself with composition, he must select the instruments. Before he can compose
a sentence, he must select the words.
Friday, December 9, 2016
Friday, December 2, 2016
Genericide Update: A Fresh Jug O’ Word Juices
Why hello there! Been a
while since we’ve had a chat like this, eh imaginary friend I pretend is an
active audience? A few months, as a matter of fact. Though it only spanned two different topics,
I’ve spewed out a fair few words lately. Last week I slipped off the
metaphorical hook due to Thenksgorbing, but now America is done reminding the
world of its enjoyably unhealthy relationship with food and I’m back on said
hook. That metaphorical hook has me by the metaphorical jaw, and if I don’t
want to end up catch of the day I’ll have to write a blog update or something that
fish do I don’t know this was actually a terrible metaphor for my situation.
Since it’s been a while,
allow me to acclimate myself to the proper mindset for my uniquely endearing*
brand of non-content (nontent, if you will). Ahem:
*Genericide earned a perfect score on a scale of one to endearing, by a
panel of five judges that were all me in a delightful assortment of different
wigs.
Thursday, November 17, 2016
The Great PokeClone-Off Finale
On this winding path through lame jokes and Poke-themed armchair game
design, we are finally at the beginning of the end, which is author-speak for
“whenever sounds most dramatic.” The sun is setting, the ship is leaving dock,
and the fat lady is running low on lung capacity. We have reached the end of
the road, the line, the journey, the thread, our wits, and the overextended
intro sequences. And we’ve hit that point with a whole mess of baggage still
waiting to be packed in.
So it’s time we got to it! This final post will focus on the
miscellaneous, those nuggets of critical gristle that don’t fit within the
neat, juicy cuts of analysis covered before. I’ve condensed these turbulent
storms of raw opinion into five sorta-distinct categories: Level Design,
Difficulty, Post-Game/Multiplayer, Economy/Interface, and Mini-Games/Side
Quests. Each will be worth five points,
which I have ingeniously combined with my incredible skills of basic
multiplication for a 25 point total. The critiques will be doled out quickly
and efficiently, like extremely condescending machine gun fire. And that rapid
rain of ravishing reverence and ravaging ridicule will begin…
…
…
…hold on, let me just check my wa – RIGHT NOW!
Saturday, November 12, 2016
The Great PokeClone-Off Part 4: Customization and Writing
There is a series that is very good at one particular thing. It excels
at long-term strategic planning. It embraces widespread personalization. It’s
the master of modification. Customization is its middle name.
…No not Custom Robo!
Customization is its first name. I am
of course talking about Pokemon. Its full name is Pocket Customization
Monsters. It had some weird parents. Or maybe they were just a fan of
underwater creatures and stealth puns.
There’s another series that’s very good at a different thing. It shines
at designing an intricate narrative. It loves crafting characters and directing
dialogue. It’s the sultan of scripting. Writing is its middle name.
…No not Pokemon! Are you kidding? This stuff is serviceable at best. I
am of course talking about…actually, I don’t even know what series I’m talking
about. I’m sure one exists out there. Somewhere. Probably. I just know it’s not Pokemon.
Friday, October 28, 2016
The Great PokeClone-Off Part 3: Combat
When you go to visit the Mona Lisa, you may notice they don’t react
kindly towards your attempts at rotating the painting, plugging it into a wall
charger or smooshing Poffins all over her face. As was explained to me by an
unusually patient police officer, this is because the Mona Lisa is not a video game. Through rigorous abuse
of the term “scientific method”, I’ve done some testing and confirmed that:
1. Some things are not video games.
2. Video games are different from other things.
I’m planning on writing my thesis on this one: 3. Video games are
things you can play. And the first
thing you think of when you hear the word play? Murder. So it’s high time we broke down the “playing a game” aspect
of these video games, starting with the part where you physically harm others
to become successful. These gameplay sections will be worth extra points,
because horrific violence is inherently hilarious. Or because it’s a big part
of the experience, if you’re feeling boring and accurate.
Friday, October 21, 2016
The Great PokeClone-Off Part 2: Audio

Ladies and gentlemen, boys and girls, every other possible sexual
orientation and all manner of living creatures on Earth (except sharks): Welcome
back to The Great PokeClone-Off!
This week’s installment of The Great PokeClone-Off is brought to you by PokeMart Incorporated. Remember: Shop smart, shop PokeMart! (Guys that, uh…that line doesn’t work as well with the letter swapped out. Also, I don’t think our target demo will get the reference? That movie came out like 6 years before – okay okay I’ll stick to the script!)
This week’s installment of The Great PokeClone-Off is brought to you by PokeMart Incorporated. Remember: Shop smart, shop PokeMart! (Guys that, uh…that line doesn’t work as well with the letter swapped out. Also, I don’t think our target demo will get the reference? That movie came out like 6 years before – okay okay I’ll stick to the script!)
Last time we explored a feast for the eyes by comparing game visuals. This time the meal
is moving a few inches back on your cranium, because I’m serving up a feast for
the ears. I’m assuming that’s where your ears are. If you have eyes on the side
of your head you’ll have to go elsewhere, sharks.
Friday, October 14, 2016
The Great PokeClone-Off Part 1: Visuals
Several months ago, I visited a Gamestop with some friends. It was the
first time I’d set foot in a physical game store in over a year. As digital
markets like Steam rose in popularity, I cut down on corporeal visits. Soon I
made the decision to buy nothing used if I could pay the actual creators, and a
second nail flew into that coffin. Now I’m a post-college adult with a day job,
several creative hobbies and a backlog of dozens upon dozens of games I already
own. Brick and mortar outlets are so far off my radar that Gamestop could start
doing trade-ins for human skulls and I wouldn’t notice. On top of that, I’d
never visited this particular store. So while waiting for friends to inspect
some trading cards, I did what any sensible person would do:
I stripped that whole store down to the god damn marrow.
The result was what I’d like to call The Discount Fifteen. 15 games
purchased for 30 US dollars. I dug through mountainous drifts of sports games,
shovelware and sports games again (there were a lot of sports games) to find the
diamonds in the rough. Or more accurately, the gravel shaped like funny faces
in the rough. The games I selected were not all good - though you’d be surprised what Gamestop will let sink to the
bottom after an arbitrary amount of years. But even those not “good” were at
least interesting, and the first I popped in a console was a game called
Spectrobes: Beyond the Portals.
Friday, October 7, 2016
Super Paper Mario Part 4: Writing
Super
Paper Mario is a game with flaws. Even the most ardent fans wouldn’t call the
game perfect. But when complaints about it arise, there is a common response.
There is one element of the game that supposedly makes up for everything else.
From the moment you start writing a critique, you can see a vision flash in
your mind’s eye, a person countless miles away with fingers poised above a
keyboard. If you listen to the whispers on the wind, you can hear their call:
writing!
When
people complain about Super Paper Mario’s transformation into a platformer, you
hear the call: writing! When people moan about Super Paper Mario’s removal of
RPG elements, you hear the call: writing! When people whine about Super Paper
Mario’s complete absence of difficulty, you hear the call: writing! When people
trip over a discarded Super Paper Mario disc, you hear the call: writing! When
you stub your toe and Super Paper Mario happens to be in the room, you hear the
call: writing! When your dog urinates on the good rug and Super Paper Mario
wasn’t in the room at the time but you were kind of half thinking about it in
the back of your mind a minute or two before it happened, you hear the call:
writing!
An
exaggeration, but not as much as you’d think. In my experience, the common defense
of the game is not to support the gameplay. The gameplay is dismissed as “good
enough” and people gush about how great the writing is to make up for it. And
though I can quibble on particulars, I agree. The writing is not some shining
savior that absolves every other sin in the game, but it helps a lot. So it’s
high time we dissected it, to see what it is that works so well for people.
Friday, September 30, 2016
Super Paper Mario Part 3: Odds and Ends
Greetings
yet again, weary web travelers! Sit and gather round the fireside for toasty
tales of amateur game analysis. Don’t actually do that though. What, did you
bring your laptop on a camping trip? Knock that off, there’s friends to
tolerate or s’mores to be swiped! Only reason to bring a laptop while camping
is to look up how to avoid a deadly bear mauling. I’ll give you a hint: It’s
not by sitting out in the open with a laptop, you doofus. By the time your
browser loads “Buzzfeed’s 11 Most Shocking Bear Accidents” the animal will be
enjoying it alongside a midnight snack of your succulent flesh.
And
what’s the alternative? That you’re started an indoor campfire next to your
desktop? I appreciate your dedication to verisimilitude, but this blog isn’t
worth a case of fatal arson! At best, it’s worth a few felony misdemeanors and
some light insurance fraud. Anyway, what were we talking about? Oh yes. Super
Paper Mario. We gon’ talk ‘bout it mo’.
Friday, September 23, 2016
Super Paper Mario Part 2: RPG Mechanics
Welcome
back, spambots and tumbleweeds that make up my recurring viewers! Last time on
our thrilling adventures of hobbyist
armchair game blogging, we cracked open Super Paper Mario. We took a break for
the more literal minded among you to tape your game discs back together, but
now you’re all back, for some reason. Today I’ll be talking about the gameplay
unrelated to the old run-and-jump. Specifically RPG elements. So enough intro!
As a famous man* once said: “Let’s-a go!”
*Though for the life of me I can’t
remember who. I think it might’ve been a wrestler. The Great Gorgonzola or
something.
Numbers That Go Up
Super
Paper Mario handles RPG elements poorly.
There.
We’ve got it out in the open, and now we’re gonna break it down, piece by
piece. We’ll start with one of the most basic elements of an RPG: leveling up.
Just don’t level
up Resistance, you casual.
Friday, September 16, 2016
Super Paper Mario Part 1: Jumpin and Jammin

Introduction
The
first two Paper Mario games are some of my favorites of all time. The first
game was a light-hearted storybook adventure with a colorful cast of characters
and locations. It created combat that was fairly simple, but in doing so
actually drilled down to the essentials for refreshingly minimalistic gameplay.
It offered the strategy of turn-based RPGs with none of the unneeded
complexity, and an added boost of tactile/timing based challenge.
The
second game, Paper Mario: The Thousand-Year Door was an improvement on the
already excellent original in several ways. The combat received a plethora of
small but notable tune-ups, the dialogue was funnier, the plots were more
varied, and the soundtrack was phenomenal. The series was an amazing one, and
eventually I’ll have to do them justice with their own write-ups here on the
blog. Especially since…well, it’d help to keep things positive. You’ll note I
said the series was an amazing one.
Friday, September 9, 2016
Genericide Update: Illegal Ear Lending
Friends! Countrymen! Lend
me your ears! Or, y’know, don’t. I have nothing important to say. Also, readers
need not be citizens of the US to lend me your ears. Out-of-countrymen are also
welcome to lend me your ears. But in interest of stimulating my local economy,
only countrymen are permitted to lend me the full ear. Foreigners will be
limited to lending me their outer ear, no further into the canal than the ear
drum. If I catch any illegal immigrants trying to lend me their Cochlea we’re
going to have to get the authorities involved.
Friday, September 2, 2016
Villainous
So the Super Paper Mario articles crawls onward, but have been further delayed for a couple reasons. The first is that I haven't found the time to listen to the soundtrack, particularly since my internet has been a cavernous hellhole of agonizing sloth and dropped connections this week. The second is that the hulking three part article is now large enough that it'll need four. I'm not sure how much longer it will be but I don't want to keep actual content withheld so long. In the past, I would sometimes pepper these droughts with short stories I'd written for classes years back. I still have some I've never posted here, so I thought I'd post another. Initially I was going to throw in my opinion on it, but I've decided it's better to let it stand on it's own. Enjoy.
***
Friday, August 26, 2016
Genericide Update: Appendages Sprout From My Human Torso
ANNOUNCER: “Good evening
ladies and gentlemen, are you ready for the world’s self-proclaimed most
popular game show?!”
*Applause probably!*
ANNOUNCER: “FaaaAAAAaaantastic!
Then welcome to The Completely Established and Not at All Slapdash Genericide
Super Fun Quuuuiiiiiiiiiiiz Show!”
*Applause once more!*
ANNOUNCER: “I’m your
host: Mr. Host! Are you ready to meet our three faaaAAAAaaabulous contestents?!”
*Applause all up ins this business!*
ANNOUNCER: “Then let’s get
started! First off: Contest Number One! Why don’t you introduce yourself for
these lovely folks?”
Friday, August 19, 2016
Genericide Update: Rocket Surgeons are Useless
There are some men who achieve
great deeds in their lifetimes. Some have spent their life toiling the pursuit
of charity and goodwill. Some champion political causes for the betterment of
mankind. Some sharpen their skills every day so they may become unparalleled
masters of their respective crafts. Some journey where no men have gone before,
across the reaches of space, time and our own human psyche.
Me? I have a working, up-to-date computer. CLOSE ENOUGH.
Friday, August 12, 2016
Genericide Update: A Cocktail of Slapstick Sorrow
Note: This one goes a little long, and is basically just me whining, so
here’s the important bit: No updates yet. Maybe not next week either. Blame
computer stuff. kthanxbai
I considered starting
this post with a big hulking paragraph of parable all just to set up for my
usual joke about inconsistent updates. Then I realized if I were making a
metaphor for disappointment, the cleverest thing to do would be disappointing
you! Actually, that’s a lie. I just got lazy. Hey, whaddaya know, mission still
accomplished! I think I’ve found the perfect excuse, guys. That’s the real reason I don’t update with a full
post each week, obviously. It’s not that I can’t be arsed to kick my cerebrum
into gear, it’s that the whole thing is a deep
artistic statement. An incredibly convenient deep artistic
statement.
Friday, August 5, 2016
Oblivion Adventures Part 21: Bow-ing Pains
The
sewers of the Imperial City were a bustling, thriving ecosystem. The towering
monument of polished stone above was as strait-laced as can be. Things were
pristinely maintained, gold flowed freely without concern, and the ratio of
guards to actual citizens was near 1 to 1. The biggest threat to the police
force was an imaginary man with a gray sack on his head. The closest thing the
city had to back alleys were charming little decorative courtyards where you
could barely hide from the blind. To put it simply, it was not a place that
encouraged crime.
Friday, July 29, 2016
Genericide Update: Shambling Piñata Golems
Once more into the breach
we go. Buckle up and simmer down, because you’ve got another week of no
Genericide slamming straight in front of your headlights like the world’s most
disappointing dead deer. I mean granted, I can’t think of a situation where a
dead deer would be welcome, at least
for the mentally sound. Perhaps it’s a deer filled not with grotesque deer
guts, but instead delicious candy? Though at that point it isn’t so much a deer
as a deer-filled piñata. I don’t know at what point we want to draw the line
between deer and abomination of science, this isn’t a blog debating the
philosophy of transdeerism. Besides, piñatamancy has been banned in these parts
for centuries, so the point is moot.
Back in the realm of
coherent lines of thought that are worth wasting brain space on: we have news
on the next post! Front and center
amongst these interesting tidbits of knowledge is the following: Next post is not
this week. You are not, in fact, reading it. Though Oblivion does in fact
contain deer, I’m reasonably certain none of them are shambling piñata golems.
Though I’ll grant you that should probably be a mod.
Friday, July 22, 2016
Genericide Update: Flawlessly Executed Yeti Surgery
So here we are, back to
the comparatively insubstantial wisps of update posts. After three solid weeks
of content, this was pretty much inevitable. Some of you may retort by pointing
out there were four solid weeks of update posts before that, but as the words
leave your mouth I’ve already dived out the window and left the attack helicopter
to cover my escape. By the time you’ve alternated between taking cover behind
chest high walls and firing the conveniently located RPG into the cockpit, I’ll
be lounging on a scenic beachfront far from any consequences. It is at this
point I will remember that my blog is entirely digital, making it impossible to
flee from by moving to a different physical location. Also, I am like 90% sure
I don’t own an attack helicopter.
Yet.
Friday, July 15, 2016
Child of Light: Combat and Progression
This Child of Light series has seen plenty of genteel discussion so far.
We’ve spent some time admiring the serene beauty of the visuals. Whisked
ourselves away to the soft and atmospheric soundtrack. Carefully and
thoughtfully dissected the root problems within the writing. That’s all well
and good. But the obvious follow-up question any sane person would ask: When do
we get to the gruesome murder? That’s
right, stuff away your pacifism you
non-gender-conforming-deragotry-word-implicating-you-as-weaklings, it’s time we
talked about the combat.
I really like the combat in Child of Light, except when I hate it with
intensity unmatched by mortal men. This dichotomy is also present in the game’s
RPG progression, albeit to a much subdued degree. In an effort to pace things
properly and give you time to clean the bile spewing out of your monitor, we’ll
be alternating on the good and bad. Think of it as eating a delicious ice cream
cone in a flavor of your choice, then intermittently washing it down with a
forkful of dumpster treasure and insect chitin. Now that I’ve whetted your
appetite and fully convinced you how great this idea is, let’s launch right in!
Subscribe to:
Posts (Atom)









