Shooting War was very interesting. Well done, great story. The portrayal of just how amped up technology and blogging and sensationalism gets is very on the ball, and that whole sequence where it plays out like a Tom Clancy shooter (as well as the reference to it) really makes a point about how some people view war. It’s really kind of a trip to think about what the war really is, and how much we glorify it through games. I mean, we have several Ghost Recon and Rainbow Six games, but is that really what fighting terrorism is? No, of course not. Nothing is ever as simple as it is in a game, and that can bring up a lot of questions.
Wark’s explanation of the complexity of Rez made me think about how different it is from other shooters. It really does seem to be the ultimate sensory experience shooter. I was fascinated reading about how rhythm, light, sound, and just how much more control you gain when you become the world you’re in. Targeting is different, much different. You don’t zoom in with a scope and wait for the right moment, then attempt a headshot. You don’t pan around the area looking for a single, stationary enemy, but you reverse the whole firing process and you lock on. The individual has no freedom, as you are stuck in place, floating along on a rail as the targets appear. There is no definite “death”, only defeat and victory in a sense. You do not face multiple enemies, but one enemy in multiple forms: Time and targets.