Search Results for:

Papo & Yo

September 16th

Searching…searching…searching…file found. Accessing…now initiating TWIVGB #172.

Begin. If you liked last week’s interview with our own Kris Ligman, L. Rhodes of Culture Ramp continues his series of interviews on the coming-of-age of video game journalism (also known as the Ludorenaissance) with Kill Screen founder Jamin Warren.

Initializing – Vander Caballero’s Papo y Yo

First up, Yannick LeJacq’s review of the game on Kill Screen looking at the nature of addiction explored in the game. Then at Medium Difficulty, Kyle Carpenter sees Papo y Yo not as a function of escapism, but a game about escapism. And

August 26th

…in the world, but at least you’re performing some discernible service, fitting into society in some way, fulfilling some expectation, maybe improving someone’s day, and while you’re doing it at least, you forget about other important things and feel like everything might be ok and some things could even be beautiful.

And you should definitely read Simon Parkin’s piece in Hookshot about the refreshing note of difference that is Papo & Yo. You should also read his long-form review of the same.

Lastly on the topic of smaller alternatives to AAA, Craig Stern is after a…

September 9th

…outrage, not at Valve, but at the discussion among developers and bloggers which he says falls explicitly along class lines:

Some of us are poor. Poor isn’t like when you spent $100 at a bar last night and you decide to only spend $50 next time you go drinking. Poor isn’t when you can only afford to go to one convention this year instead of three. Poor isn’t when you can’t afford to get the newest iPad because you’ve been investing in your business. Poor is when you don’t know how you’ll pay the rent. Poor is

Abstract image evoking bird silhouette

November 18th

…own Eric Swain, writing for Moving Pixels, analyzes why Papo & Yo failed to connect with him.

Over on The Creator’s Project, Leigh Alexander profiles Ian Bogost’s latest project, the iOS game/religious altar Simony. And on his tumblr, Chris Chapman provocatively likens Peter Molyneux’s Curiosity to a Skinner Box experiment.

Metagame has finally released to a few quite attention-worthy pieces, including this review by Nico Dicecco at Medium Difficulty, and this feature by Nils Pihl on Gamasutra.

Moving on from the subject of specific games to more overarching trends and themes, Craig Stern at Sinister Design praises…

Abstract image evoking bird silhouette

February 10th

…ME

Coming to us from Pixels or Death, here’s a pair of interesting, opposing viewpoints on the role of character permadeath. Tom Auxier would rather go without, while Ben Chapman contends the player only cheats herself by avoiding it.

WOULD YOU KINDLY

Samantha Allen (told you she’d be back) also appeared this week in a guest post on This Cage is Worms, with a measured response to both Mattie Brice’s “Would You Kindly” and Jonas Kyratzes’s “Would You Kindly Not.” The article, titled appropriately “Can We Kindly,” advocates for “a careful conversation […] about the role that…

June 26th

…probably didn’t know it, but lovely contributor Kris Ligman did: you actually wanted to read an excerpt from Patchen Barss book The Erotic Engine on io9:

The effect of being immersed in a video game is qualitatively different from any medium in which the consumer is just a spectator. You don’t feel as though you’re pushing a button on a controller-you feel like you’re blowing up a tank. Translate that into sexuality, particularly acting out sexual fantasies, and you are playing with a power that few companies have been willing or able to harness. Although the explicitly erotic

This Year In Video Game Blogging 2012

…a work of scholarship in the guise of an interactive experience.

Kate Cox looks back to Dragon Age II and says the mistake so many others have made about it is to look at it through the lens of the hero’s journey when it is more akin to a Shakespearian tragedy.

Drew Dixon chastises a number of reviews who still evaluate Papo & Yo through the traditional lens of challenge and fun instead of the artistic merits on which the game is working.

Eric Swain at his PopMatters column wrote a number of pieces on Driver: San…

May 5th

…Weidman calls for a resurgence in analysis about Antichamber and makes lots of interesting points about lateral thinking. Scott Juster finds the banality of evil in Papers, Please. Adam Biessener pleads with the designers of videogame morality systems: “stop making me kick puppies to shoot lightning.”

Nathan Altice (who only writes golden articles of wonderment) analyzes basically everything about Super Mario Bros. through vectors and how they work. Go learn.

Random Things That Are Good So Go Read Them

Andrew Vanden Bossche gives us magic. Roger Travis gets to the heart of immersion in Papo & Yo….