[Game: Demon’s Souls, FromSoftware, 2009]
Slayer of Reason:

A Thorough Epistemological Philosophical Analysis of FromSoftware’s Demon’s Souls

 

Introduction:

From the immersive maturity of its mechanical and narrative details, to the unparalleled sense of consideration for consequences that it fosters among players, to the sheer number of genuinely unique and refreshing design risks that it takes—Demon’s Souls is as much a captivating revelation today as it was upon release. Yet, as with each of the later Miyazaki-led FromSoft games that follow in its footsteps (in fact, perhaps moreso than any of its descendants), Demon’s Souls poses numerous difficulties for analysis.

It shares the cryptic approach to storytelling and the elements of nonlinearity that crop up in all of FromSoftware’s recent works, but that’s not all. In addition, it is a game which changes from player to player and session to session in a non-random fashion. Enemy placements, enemy statistics, NPC interactions, and even the availability of a few small regions of the levels all depend to some degree on the circumstances in which the player succeeds or fails.

You will not be surprised to hear me claim, however, that the odd structure and content of Demon’s Souls nevertheless do coalesce into a coherent reading. In the interest of pursuing that reading, our primary ally will be the field of epistemology. In a nutshell, epistemology is the study of knowledge—which includes such topics as belief, truth, justification, and skepticism. Armed with tools from that and related fields of philosophy, we will explore the following interpretation: Demon’s Souls offers a discussion of the limits of human knowledge, and how people believe and act given such limits. That might sound strange or overly vague—but in the sections ahead I intend to provide specificity and support for it, through careful attention to both the game itself and the relevant philosophy.

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[Game: Demon’s Souls, FromSoftware, 2009]
Slayer of Reason:

A Thorough Epistemological Philosophical Analysis of FromSoftware’s Demon’s Souls

was last modified: March 3rd, 2024 by Daniel Podgorski

[Game: Half-Life, Valve, 1998]
Half-Lively:

Half-Life, Black Mesa, and the Work of Art in the Age of Post-release Modification

 

Introduction:

In an unassuming former monastery building adjacent to the church of Santa Maria Delle Grazie in Milan, Italy, there is a wall decorated with the remnants of a mural painted by Leonardo da Vinci. In English, the mural in question is known as The Last Supper, and—due to a combination of the oil-painting-like techniques employed by da Vinci (which differed considerably from Fresco techniques, and thus were very unconventional for mural work) together with aspects of the construction and later history of the building—the work is badly damaged.

Meanwhile, about 20 minutes away, in a space on an upper floor of the Galleria Vittorio Emannuelle II shopping complex (next to the Milan Cathedral), at the time of writing this there is an exhibit known as Leonardo3 which includes, among other features, a computer-aided reconstruction of what The Last Supper would have looked like at the time of its original completion by da Vinci in 1498. The question I now pose to you, dear readers, is a simple one: if these were the only two options in existence, which one would you say is what is meant by the phrase, ‘The Last Supper by Leonardo da Vinci?’

I’ll give you my own answer to this quandary in due time, and (regardless of your own response) it’s almost guaranteed to be an answer you don’t expect. But I can’t provide it just yet, as first I need to take some time to introduce and discuss the main topic of this article: Half-Life. And I need to do that in order to adjudicate a similar superficially straightforward dilemma. The Half-Life remake Black Mesa is a terrific game, is an incredible labor of love, and is the single greatest fan-led project of its kind ever completed. But on top of all of that, does Black Mesa also count as being Half-Life itself?

The Last Supper by Leonardo da Vinci - Half-Life, Black Mesa, Valve, art, Walter Benjamin

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[Game: Half-Life, Valve, 1998]
Half-Lively:

Half-Life, Black Mesa, and the Work of Art in the Age of Post-release Modification

was last modified: March 10th, 2024 by Daniel Podgorski