
At its core a generic tile-swapping puzzle game that's a mix of Bejeweled and Yoshi (NES), Pander-Monium is about eliminating 'threats' so as to pander to voters around the country. The threats are illustrations on the tiles related to national security: weapons, shoe-bombs, nuclear blasts, etc. In addition, each level of difficulty is represented by a region of the country or state that poses its own threats: gay cowboys in Texas, rednecks in Missouri, tourists in New York. While the occasional stereotype might make you chuckle, there's nothing particularly humorous or satirical about this game. I would say that dring a good episode of The Daily Show or Colbert Report, you laugh but also learn something. This game does neither.
This game is most out of place on the Comedy Central website. Not because it doesn't approach the election with an Indecision brand of humor, but because its cultural critique is actually much stronger. Part Sim City, part real-time strategy, Money is about building up a thriving economy through both positive and negative means. You build factories, places for your workers to live, manipulate the borders for immigrant workers to sneak in, build things for them to buy, and make institutions which change the economic dynamic (like an organization for outsourcing car production and a FEMA building). I spent an hour with it one afternoon and didn't put a dent in the total number of levels, which escalate in complexity. The levels many critiques. For example, the description of the apartment complex is "provides housing for 10 underpaid workers." Not only is the description a critique, but the way its used is too. You have to place the housing buildings close to the places of work so that the underpaid employees can travel on foot (imagine living next door to an oil refinery). This is just one example of how Money: The Name of the Game succeeds. It really merits a dedicated blog entry, as there is too much to cover in a short paragraph.
Joe the Plumber: Layin' Pipe
An Inconvenient Game
This one is interesting, though its impact may be lost on the fact that it is so difficult to win. The goal of the game is to select the deployment order of environmental policies and technologies to create a sustainable future for the planet Earth. So far as I can tell, there is only one order for beating them game (which I looked up on YouTube). This presents both a strength and weakness for the game. Rhetorically, the complexity of the system illustrates the complexity of establishing viable environmental and social policy. The problem is, much like Molleindustria's Oiligarchy, the game does not do a good enough job at teaching the player how they can reach a positive viable solution. It is still a strong game none the less.
AirMILF
A clever play off of Air Wolf's name, AirMILF is the game I had the most trouble coming to terms with. On the one hand, it controls well and there's something disturbingly satisfying about shooting wolves from a helicopter. On the other hand, it seems to using the bad kind of headline-grabbing exaggeration that normally turns me off from these games. Conflicted, I think to myself, "Comedy Central (aka whoever they hired to make the game), you made a vapid game just because the imagery was easy, and yet I understand that is where the game succeeds." If it were anywhere else but Indecision 2008, I would have lambasted the game. But, in context, it works.
Border Security
Made during the primary season, the most interesting aspect of this game is the difficulty system, which is based on the stances of all the candidates in the primary. Those seen to be weaker on immigration (and emigration, it should be noted) make the game run slower than candidates like Mitt Romney, which speed up the game and increase the difficulty significantly. The game is played by clicking on people running for the US/Mexico or Canada/US border to stop them from entering/leaving. I'm glad the game chose to include Canada, as it highlights an issue that most people ignore and sets the game apart from all the thoughtless and racist immigration games on the Internet.
Perhaps the worst game of the group, Fire 'Em All is a Whack-A-Mole clone in which John McCain fires people in his campaign to save money. There are only two variants of faces that pop up from behind the cubicle walls to click on, and you have to be sure not to click on them if they're holding contribution money. No message is portrayed in the game that isn't already described in the instruction window, and the play itself is stale and contrived.
H.M.O. No!
On the surface, this is a classic example of the "oh, I get it" game that I am not fond of. The point of the game is to not get hurt because medical care is unaffordable, but the problem is it's really difficult not to get hurt. "Oh, I get it." I must say that despite this, the game is doing something really interesting with gameplay. As the player runs along the street, objects that they have to dodge come at them from the right hand side of the screen. While this seems simple enough, the jumping mechanic used to dodge is tuned such that it's extremely difficult to react to things as they approach. You might jump over one obstacle but land on the next before you have a chance to change your course. Rhetorically, this highlights the impossibility of trying not to get hurt. The focus on the specifics of that single mechanic make this a successful game.
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