Please Play LISA

So I lost my life this week to LISA. It is my very favorite thing when this happens to me when I play a game. I don’t think I’d heard about it before this week, so I purchased it when it was on sale.

If you follow me and you agree with my opinions on stuff, please play LISA. It’s about toxic masculinity, sexual abuse and drug abuse in the post-apocalypse. It’ll take about 12 hours of your time, not including the very important DLC: LISA the joyful. You’ll laugh a lot. You’ll cry a lot. You’ll pay the price for trying to protect the last woman alive.

What is LISA?

Okay here’s the story:

The apocalypse happened. It was an event they refer to as “The Flash”. The main character, Brad, survives around his small squad of childhood friends. He finds a child – a girl, possibly the last girl alive – and swears that he will take care of her to make up for past mistakes.

They do their best to raise her, but the girl – Buddy – is curious and anxious being kept contained. In time, their home is attacked and she’s taken away. Brad then does what any father would do a la Taken except in the rapey post-apocalypse: he goes to find her.

How does it play?

LISA is like a side-scrolling RPG platformer. There are jump/movement mechanics that often make zones into tiny puzzles themselves. The battle system is reminiscent of Earthbound, but with a lot of unique elements like combo mechanics.

One of LISA’s heavily marketed features is perma-death. The post-apocalypse is a terrible place where you have to pay the price. Characters are knocked out when their HP reaches zero in battle, but other situations will get them killed for good. Certain special moves will take them out permanently, but most of the time it’s scripted events that put your treasured NPC’s lives at risk.

NPC ally death doesn’t have story repercussions, aside from leaving you to level up new randos that you might not like as much. Save often.

Spoiler-Free Praise

LISA is inspired by the P.D. James novel Children of Men. (The movie is pretty good too, if you’re interested.) It takes the concept of low-fertility dystopia from A Handmaid’s Tale and looks at it from a separate perspective – the men’s perspective. LISA goes a step further and leaves the concept of fertility behind to fall into a James Tiptree Jr. style feminist horror. There is no evidence to say that anything killed the women in LISA except for men.

I can’t say too much about the complex gender politics without spoiling things, so I might save that for another blog post.

LISA also explores – using character permadeath and other mechanics – a sense of player agency. I can’t help but compare how these elements play out to other games like Undertale and my treasured OFF.

LISA never blames you for how the events unfold. Instead, it instills a constant sense of moral confusion where your hands are tied, but you struggle with Brad to decipher if you’re doing the right thing. Even at the end of it all, it never points fingers at the player. Everything in the end works toward a sense of storytelling rather than meta-narrative commentary. (It seems like a strange thing to praise, but I could make a whole other post about player agency as narrative.)

In Conclusion…

Please play LISA.

Please play LISA.

Please play LISA.

Let’s go to GDC 2017!

HELLO EVERYONE

I’m just going to leave a list of publications I’ve made this year if you’d like to support me! I’d love to go to GDC again, so any funding help you could provide would help me very much.

Also it feels good that I can see what I got done this year.




The Last Nine Years
PDF | Hardcopy

This was a project between me and my pal cephiedvariable over 2015-2016. We released it on PDF in February, and started mailing out the book in April.

It’s an Otacon/Snake Metal Gear Solid Fancomic. 108 pages.


Costume Fairy Adventures
Order here

Costume Fairy Adventures - Core Rulebook

I did a LOT of art for Costume Fairy Adventures, mostly over the course of 2015. You can get PDFs and print-on-demand copies on DriveThruRPG!



In Defense of Fandom
PDF

A small zine I made for TCAF this year, when there was some hubbub about artists making money on fan work at conventions. I had stuff to say about that.


Those Without Shadows

Minerva regards the viewer, a finger over her lips to quiet you.

Well, that’s a work-in-progress. Read it for free!


Snapback by Christian DeWolf
Order here

Snapback icon

Christian did a whole lot of coding for TWS over the summer, so in repayment I illustrated his book about Go. It’s very funny. Christian is very funny.


 

Playerprophet’s 2016 Sketchbook
PDF

Here’s a collection of the stuff I’ve been working on this year! Little snippets of the big things, but with all of the high-res images I’ve worked on for prints, commissions, and funsies. Please take a look!


Playerprophet’s 2016 Sketchbook 18+ EDITION

This is probably going to happen soon. Keep an eye on twitter for an 18+ patreon too!



Here are a few other ways you might also be interested in supporting me. Thank you all so much for your time and readership.

 Gumroad | Storenvy | Redbubble
Patreon | Kofi | Commissions

I will also happily review your game/comic/whatever!

The Last Guardian – Game of the Year please

If it’s not game of the year I guess I’ll have to play some other games.

I don’t want to talk too long about The Last Guardian. I do want to waste a little time on the storytelling, so I’ll get the gripes out of the way:

I agree with some of the typical criticisms. The camera was annoying, but it was the beast from an old system that was tried and true for Team ICO. In the future I’m sure they’ll try different ways of doing things. It doesn’t make the game unplayable to me. Let’s stop talking about it.

It appears that major criticisms of the game are polarized on Trico’s animal behavior. Your companion is a creature that doesn’t understand your language, although Trico is very intelligent otherwise. If you hate animals, especially cute ones that you’re working together with to get out of danger, I’d take a pass on The Last Guardian.

My major criticism is that there was too much old man narration. His puzzle tips were helpful, but I sometimes felt like he was spoon-feeding the story to the player. In fact, I bet that it was something they were forced to put in. Shadow of the Collossus had very, very little dialogue. Team ICO is good at telling a story without using words, but maybe gamers don’t have the patience to put it together over several playthroughs. I wonder if The Last Guardian suffered for being a triple-A game.

Sitting at my desk now, thinking about my experience with The Last Guardian, I feel a little overwhelmed. Team Ico is to games what Studio Ghibli is to film. Animated feature films have an older and more complex stake in the greater art world, but The Last Guardian features many aspects that Miyazaki incorporates into his own works. The Last Guardian and other Team Ico games hang tenaciously onto a sense of wonder and exploration. I believe anyone could pick up a system and learn how to communicate with Trico, if given the tools. They’re surrounded by a land that is wonderful, dangerous, and mysterious. What Ghibli has that Team Ico doesn’t is lengthy dialogue.

When I was playing, a friend of mine, Rachel, was also playing. When I finished it, she asked me, excited, what I’d thought of the plot.

I couldn’t think of what to say. It felt to me that the way The Last Guardian was built, proceeded, and came together at the finale.

The plot was clear, but the story was the play. It does, absolutely, tell a story, but The Last Guardian is even more interested in giving you stories to tell. Your adventures with Trico are yours, because you sat down and picked up your controller and engaged with it. The Last Guardian was about teamwork with an unlikely friend in order to flee to safety. The game doesn’t need to explain that much to you with words (although it does).

If you’re confused by anything in The Last Guardian, that’s okay. Take a break. Put it away. Next time you have the time, play it again, and your depth of understanding will increase. You’ll learn more, every time, and put the pieces together on your own. This is what the game wants from you, and it’s okay.

In fact, I’d say it’s great.