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Sunday, October 12, 2014

Do You Like Hurting Other People?: Close Reading 2


Many games today are oriented towards violence such as the game being reviewed, Hotline Miami. The staff of Edge Magazine asks a great and prevalent question: "do you like hurting other people?". Games are not the only media to fall in this category. A Clockwork Orange uses violence in its story (Kubrick and Burgess' versions) to showcase its themes. Violence and love are contrasted in Romeo and Juliet. The Edge Staff go as far as to say that the link between violence and entertainment is the central theme of the game. The Edge Staff asks this question with the use of clever diction, an insight, through details and images, into the violence of Hotline Miami and connections with other video games.

The review of Hotline Miami uses a clever diction to get its question across to the reader. The Edge Staff uses the word "masocore" a term referring to a genre of video games design to frustrate users with difficult objectives and various trial and error scenarios. Masocore is a combination of masochist and hardcore. Players derive pleasure from the arduous objectives and the hardcore aspects of some of the killing. Describing the game as thus drives home the point of this brutal, 2-D slaughter-fest where players are meant to enjoy massacring their fellow humans. The Edge Staff also uses filleting, a word usually reserved to the killing of animals or in reference to a juicy steak. Filleting shows how little human life matters to the players and main character of Hotline Miami. With words like this, readers can clearly understand if they enjoy hurting other people. 

Violence is a centerpiece of the gameplay in Hotline Miami. Killing in Hotline Miami is very methodical. According to the Edge Staff, "Most violent games are about chewing through an endless bus queue of enemies" whereas in Hotline Miami, it is simplified into three sections: "waiting, killing, and dying when you get it wrong". They even talk about how one kills. "Death may come by katana, by wrench, or by door, but it always comes in a sweaty blur," the Edge Staff said. Not only do they describe the means of death, they describe how it is done: in a frantic manner. When reevaluating the question of "do you like hurting other people?" it is crucial to know why. Why is important because killing is presented in a different way in comparison to other games with high bodycounts. These details gives readers a look into the horrific masterpiece known as Hotline Miami

Lastly, the Edge Staff compares violence in Hotline Miami to violence in other games. They talk about the rhythm of the game, primarily the instant restarts after death. Super Meat Boy, another game in the masocore genre, is referenced comparing it to Hotline Miami in regard to its "instadeath" mechanic. Instead of a combo based shooter, Hotline Miami turns into a grisly, methodical twitch shooter. The Edge Staff even goes as far to call it "a glorious sandbox of gore". The Edge Staff goes even compares it to Rockstar Games' infamous Manhunt, saying that Hotline Miami "will sicken you even as it provides its murky thrills" just like in Manhunt

In today's society, violence is everywhere, from children's cartoons, the silver screen and even the literature we read. The Edge Staff uses these ideas of thematic violence to ask the question "do we like hurting other people?" through the use of apt diction, giving readers a first hand account into the violence of Hotline Miami, and with connections to other games with similar themes and motifs. 

7 comments:

  1. I thought that this was a really great article. Sometimes my mom doesn't let my brother buy certain video games because she thinks that they're way too violent.I like your analysis of diction. I definitely agree that the language used in the article definitely impacts the reader. I also like how you talk violence in society. It's true-there is a lot of it. The comparisons that you make are really great. Why do you think violence is such an integral part of the video game industry? I think that you should include more analysis using DIDLS. You did a great job of analyzing the diction in the article. I think that you could probably analyze the details (although you already included a lot), and imagery (again, you included a lot of that as well). Great job!

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    1. Thanks! To put it bluntly, people like violence. Video games are a stress reliever and a way to escape reality. Violence has been an integral part of society since eukaryotes formed (they ate other prokaryotes).

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  2. This article was very interesting and unique, and so it's great that you analyzed it! It has a very distinct argument, and this post is well-organized in terms of diction, theme, and comparison. Great job on that front! Your diction paragraph in particular is specific and has good examples and explanations. However, I feel like your other paragraphs could use some elaboration. You talk about violence being the center of the game, and then talk about the "why" of killing, and just end there... could you add more analysis to why the "why" is important and maybe connect your "violence in society"paragraph more to this paragraph as well as the one where you connect the game to other games? You make some fantastic points, and then don't elaborate as much as you could. (this makes your violence in society comment seem a bit random, as you're analyzing a game review, not tv or literature. If you talked about that more, you could better connect it.) Also, do you have any opinions about violence in general, or about video games? Do you think the Edge was biased? You talk about diction, and about violence in different terms, but that's kind of only diction and details in terms of DIDLS. You have aspects of imagery and maybe even syntax, but you could add more on DIDLS within your analysis of how the text was written, which would help to convey how the author(s) wrote it and why. Right now, what they wrote about takes more focus in your post (at least in my opinion). Nevertheless, you ask some great ideas and good format to your post- just expand on DIDLS a bit.

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    1. Thanks! I touched on details and some imagery some more.

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  3. Hola Nick:

    First of all, I love your analysis of this article! It was really fun to read and note the relaxed tone of the author. I really liked how you analyzed the "clever diction", as you put it, in this article. What I think you could add, is a little bit more analysis with different aspects of DIDLS. By the looks of this article, there are a lot of examples that you can use to analyze the language and details of this article as well. I noticed at the beginning of your post after your analysis of diction, you began to analyze the language. If you can just add another sentence in there that you are analyzing language, that could really help us out. Besides that, I have the same comments as Sarah and Purva, and I thought you did a really good job!

    keep up the good work :)

    Me gusta tu blog, tiene muchos gatos.

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  4. Nick--You do a good job presenting your ideas in your own voice, and there is some thoughtful work in this blog. In some cases, you've made great changes based on your really excellent engagement with your peer reviewers. On the other hand, there are also places where you needed to make substantive changes (also suggested by peer reviewers) and you haven't done so. In future close reading posts, for example, be sure to use clear topic sentences and to focus each support paragraph on DIDLS-related evidence--you are not tasked with responding to the ideas presented in the articles, at all, but only with responding to the techniques the authors use as they present these ideas. You will also want to keep this in mind on future peer reviews--you need to analytically review the technical aspects/quality of your peers' work, not respond to the content of the articles they are reading.

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