harlow

AAAAAAAAAAAAAH!!!!!!!

Known game developer, composer, and weirdo. Art enjoyer.
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Developer of "Tynk! and the Final Phonorecord". || Concept artist and sprite artist for "Beastieball".



Hbomberguy's recent videos have been really high quality in terms of editing/script-writing/performance. There are only a few people who's long-form videos feel like they needed that time and used it well, and the work of Hbomberguy and his team definitely falls into that category for me.

With that said, it feels like his writing style has advanced across all segments except the conclusion. His Deus Ex video (which I just finished last night) uses the game's lineage as a scaffolding for discussing the ways that the delicately interlocking systems of the original fall apart when you attempt to brute force them into a more popular genre. He'll mention things like publisher pressure to monetize, CEOs demanding certain types of games with recognizable IPs, but when it comes time to wrap up the video his language inexplicably shifts towards a very meritocratic art angle.


Rather than allow the video to end softly in the discomfort of an industry that can and will turn every character you've loved into the mascot of whatever genre is currently selling - the point shifts to an appeal to a developer's sense of duty to create good art. The language makes the quiet assumption that the developers chose to make things "simpler" because they genuinely thought it would produce the best art, while also implying that - had they made a game as experimental and driven as the original Deus Ex - they could have made a game that people loved, and made enough money to produce more sequels.

"Perhaps the gamble of making a simpler, more generally marketable experience didn't pay off quite as well as it seemed. Maybe it's possible to make something thousands of people like but don't necessarily love. At least not enough to come back for more."

I think it's obvious to most people familiar with the industry (including Hbomberguy) that games like the original Deus Ex were not being funded by AAA publishers in 2011. There isn't an appeal you can make to anyone in a creative role that could effect their amount of control in the matter, yet it's still being presented as the "message" of the video.

My guess is that this is the tone he thinks best ends the video on a compassionate/uplifting note. The "appeal" position of essay writing is definitely compelling when the implicit target has agency over the thing in question, but more often than not there are larger systems that have a heavier say in what does or does not get made. He similarly sidesteps the obvious incentive systems that lead people to content-farm plagiarized work in his (phenomenal) video about YouTube plagiarism. The video very much surrounds money, and characterizes those who compromise integrity in pursuit of it as shortsighted cretins, but ultimately still leans on the gesture that this is a matter of knowing better above all else. There's a reluctance to acknowledge that there will be people milling out content like Illuminaughty for as long as it's extremely profitiable to do so. Jack Saint's most recent video actually touches on this exact criticism in a way I really agree with.

Since a lot of his videos surround the corporate monetization of art maybe it would be too repetitive to just say "well we know why that is" and end the video, but to that end there are other framing devices to structure your video around that don't require you use an investigative voice for your script's animation. I think him and his team are really talented script writers and they seem to really care about their craft, but the limitations of blaming capitalism's innate pipelines on directors or individual monopolizing companies serves to undercut their point by ignoring a much bigger picture...

which coincidentally is also what Deus Ex: Human Revolution does with its writing!


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