

The game is structured into five chapters each with multiple scenes that the hero must find and dispose of a sometimes cleverly hidden bomb. This game should be played with breaks I liken it to the visual/audio overload that is Nintendo’s WarioWare series. I don’t recommend taking this course of action. I started playing McPixel late at night, and “finished” it even later. Acid, televisions, hot dogs, removable sparks from a fuse, these are just some of the things you get to click on. What changes is the manic, crudely animated, bundle of pure damn insanity that comes from selecting objects keeps people in the game. What is considered the main method of interaction does get more complex or nuanced it only becomes crazier. The act of clicking on objects in McPixel to complete what this game presents as puzzles never changes throughout the game. Peeing and explosives are common themesįollow me here for a second. This same flow, which some would call a “crutch,” explains why I love McPixel. Creating diverse and interesting set pieces makes the shooting and following bearable for the usual six hours. What makes this constant repetition work seems to be something as simple as a change of venue. Whether those enemies are Nazis, Russians, Middle Eastern, or American the conclusion remains the same kill them all. Since its inception, the main (and to some singular) action is to pull the left then the right trigger until all the bad men are dead. We commit to the same types of actions shooting, stabbing, pulling/pushing/breaking objects, but for what reason? Take the perennial whipping boy of first person shooters, Call of Duty. In the medium of games, this is actually a common occurrence. This question doesn’t come from a place of wanting understand something grand about the human condition it is more of an exploration of how interactive media can hook a player through repetition or seemingly nothing at all. What made me obsessively play this seemingly stupid game?
