Mortal Kombat: What Ratings Hath Wrought

People were decrying the influence of video games on popular culture way before Mortal Kombat came onto the scene. Arcades were time-(and money-)wasters. Tetris rotted your brain. Portable gaming systems destroyed kids’ patience (or tried that of their parents, really). If you’re a gamer who grew up in the ’80s, you know what I’m talking about.

These were just the typical portents of the doom of civilization through technology that proved to be almost entirely without base, and most people knew it. How dangerous could dumping block after block on top of one another really be? Were Mario Mario and his brother, Luigi Mario, really that much worse than the A-Team? Hadn’t people heard the same kind of arguments about film, television, and rock n’ roll? Despite a couple busts, video games got more and more popular every year with little-to-no outside intervention regarding their content.

… that is, until 1992, when a gamer could finally rip the still-beating heart out of an opponent’s chest. At that point, everything changed.

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Let the carnage begin!

I have written extensively about music in my life, although for the most part it has been about what I listened to after I began to grow up. Most people have a point where they start to make choices for themselves as far as what art they want to consume. For me, that time was right around age 12, and I did it harder than a lot of people do. I sort of unilaterally decided that my parents’ music sucked and started making choices for myself. The first music I bought for myself? Pearl Jam’s Ten. On cassette.

Sometimes I feel kind of old.

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NHL ’94: Abstraction and Simplicity in Video Gaming

Video games are about abstraction. The gamer takes a controller or keyboard and mouse and is suddenly put into the role of a superhero, soldier, or plumber downing mushrooms to grow big enough to take down a princess-stealing dinosaur. One can travel to distant galaxies or stick around at home, making life more comfortable for simulated humans with consumer products and love. There is a literal fourth wall—the screen between TV/Monitor—with a game on one side and a player on the other.

This is why controls are so important to a title. Good controls remove one more barrier between a player and the gaming world. Bad controls take a player out of a game, like seeing a boom shadow in a film. The illusion is shattered. Frustration replaces aspiration. It takes time to learn the controls of a game, of course, but if the design sensibility matches the learning curve, the transition becomes seamless.

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