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{Errant Signal} is an Analysis Channel run by Chris "Campster" Franklin, dedicated to the analysis and essay-based discussion of the plot, central themes and conceits of various video games. His series, which can be found on YouTube, covers game design and discussion of usage of gaming tropes, sometimes analyzing an aspect of game design through examination of a game and other times discussing a game design concept by itself. His show favors a cerebral style that tries to make game design concepts more accessible to the common gamer.
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Errant Signal can be found here, and he has a Patreon here. Franklin is also a regular on the Let's Play group Spoiler Warning, which is dedicated to similar motifs from a let's player's perspective but in less depth.


Tropes found in {Errant Signal} include:

  • Accentuate the Negative: Discussed Trope. He noted in his review of Bastion that this trope had effectively become the norm in video series about gaming, and described his review of Bastion as a spirited attempt to avert it.
  • Affectionate Parody: He describes Saints Row IV as a light-hearted tribute to various pop culture kitsch in contrast to the vitriolic Shallow Parody found in Grand Theft Auto V. invoked
  • Angst? What Angst?: invoked One of his main criticisms of Alyx Vance is that she doesn't seem to have any emotional baggage; for example, about the implied death of her mother, or resenting her father for unintentionally helping cause the Combine takeover.
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  • Berserk Button: Jerkass protagonists who aren't admitted to be as such by the narrative; his entire Watch_Dogs video is a scathing indictment of Aiden Pearce and his reckless and selfish actions throughout the game, and apparent belief Ubisoft had he would be regarded as inherently cool.
  • Clueless Aesop: Frequently discussed. Many times, he finds games that are fully capable of delivering a message but are too reluctant to take a stance or games that merely feature something to discuss rather than actually discussing it. He notes that Immersive Sim games with multiple choices and pathways tend to this since its focus is encouraging and ensuring a stable middle ground and that works only in a narrative where your options are extremes of one kind or another. He is especially critical of Bioshock and Bioshock Infinite for this kind of storytelling, especially the latter game that makes the false equivalency between slaveowning white supremacists and a slave uprising.
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  • Environmental Narrative Game: He's examined the genre on several occasions, including his review of Gone Home or his videos examining what constitutes a "real" video game or "The Debate That Never Took Place", which examines the artificial distinction between story and gameplay commonly seen in video game criticism (and on this wiki, in such tropes as Story-to-Gameplay Ratio or Story and Gameplay Segregation).
  • Excuse Plot: Central to his reading of Hotline Miami. He discusses how he sees the game as attacking the idea of story as a justification for game, with the second character, who wants to get to the bottom of the mystery, being a stand-in for the kind of gamer who does want a meaning behind their actions.
  • Game Mod: Does an episode about these expressing mixed opinions. He appreciates that players can tweak the game design to suit their preference but also feels its hard to review a game when most play it modded and that in some cases, players undermine good design decisions.
  • Gameplay and Story Segregation: He used to like to use the proper term ludonarrative dissonance, and he generally prefers games where the gameplay reinforces the story or the gameplay justifies itself. While he still believes in this idea of gameplay and story acting on the same note, he's shied away from using the word ludonarrative dissonance itself as he feels it feeds into the false dichotomy of the ludology vs narratology non-debate as he explains here.
  • Mood Whiplash: He notes that one of the biggest problems with Valiant Hearts is how it's trying to tell two stories of conflicting tone: Emile and Karl's story of how war destroys families and Freddie and Anna's action-packed story of vengeance against a cartoonish villain.
  • Nothing Is Scarier: Criticizes the use of the Doom 3 Duct Tape mod note . He feels that having to switch to darkness to fire your weapon adds to the tension and atmosphere of the game.
  • Old Shame: invoked He's frequently noted his extreme embarrassment at many of his earlier videos, and uploaded a video in which he offered a running commentary on his video about the Half-Life series, cringing all the while.
  • Real Is Brown: Praised Bastion for averting this trope.
  • Reality Is Unrealistic: He claims that Baron Von Dorf had skulls on his uniform to make him look more cartoonishly evil than he already was, until someone pointed out that Totenkpfs were a common military symbol for the Germans.
  • Self-Deprecation: Tends to be self-effacing and apologetic about perceived failed attempts at humor and, sometimes, the highbrow terminology he likes to use. According to him here, he uses it as a coping mechanism for dealing with stress or anxiety that he picked up years ago.
    • The The Beginner's Guide review went heavily into this, ending with a rant about his inability to read the game's theme without a Morton's Fork which references Narrator!Davey's meltdown during the climax of said game.
    • In his video on Oxenfree, when he describes the game's scare factor as coming in somewhere between Are You Afraid of the Dark? and Scream (1996), he notes in a subtitle on the video that he's probably revealing just how old he actually is.
  • Whole Plot Reference: Franklin considers Max Payne 3 this to the 2004 Tony Scott film Man on Fire. He drove this point home by simultaneously summarizing the narratives of both works with matching footage.

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