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Deadly Premonition

…means of invoking the power of nightmares.

There are other crossovers: Agent York, much like Agent Cooper in Twin Peaks, regularly monologues to an unseen character – in the show, Diane; in the game, Zach. While Zach is seemingly posited as an invisible friend of Agent York, it becomes clear that Zach is in fact a stand-in for the player themselves. This startling breaking of the Fourth Wall is fascinating to Mary Goodden at God is a Geek, who discusses the intriguing shift in perception this role lends the gaming experience, particularly in light of one of the game’s…

Gejun Huang | Keywords in Play, Episode 26

…hand, to indie and fledgling gaming entrepreneurs, their gaming ventures were situated in a less competitive industry environment. Thanks to minimally censored access to Steam, the developing indie community has been able to achieve overseas market presence and evade head-to-head competition with the gaming behemoths in the domestic market. And despite the narrow market they’re operating in, most fledgling entrepreneurs barely confront mainstream game companies as there is no mainstream in their situated niches, such as the case of VR gaming. Therefore, despite the small market sectors to target, the indie and fledgling gaming entrepreneurs conceived of new business concepts…

February 28th

…man trope to reclaim a character with complex motivations.

Creativity

What can be learned from mistakes in game design? This week the BBC published an interview with a former developer who survived one of the most infamous mistakes in games history, and Tom Francis examined how XCOM’s mistakes could be repaired.

  • The man who made ‘the worst video game in history’ | BBC News The rather sad story of how the Atari ET game was made and what happened next for its creator.

“I’m not sure exactly what I was full of…

Rob Gallagher | Keywords in Play, Episode 4

…also profoundly nostalgic. In some ways that are just sentimental and retrograde but in some ways that sometimes seem a bit more sinister and reactionary. I guess people like Robert Topinka have talked about there’s a degree of nostalgia in all right politics and aesthetics, and where some of that crosses over with aspects of Cyberpunk and Vaporwave and these kind of engagements with outmoded but at the time futuristic technological aesthetics that allow people to sort of pine for a time before PC culture notionally ruined everything and civil rights ruined everything. But they’re also I suppose more reflexive…

Assassin’s Creed III

…traditional designer disdain of the color brown was given a pass, for the sake of historical fidelity. Erik Sofge at Slate Magazine:

Assassin’s Creed III offers the best of all possible worlds: a precise, truthful recreation of the late 1700s that’s so rich in minutiae that you can practically smell the moldering fish markets and freshly dropped horse manure. Walking the cobblestone streets of Boston means maneuvering around pigs, dogs, and street urchins, down lanes and alleys that are unrecognizable even to a longtime Boston resident like me. Town criers belt out news of shots fired in anger

Leon Xiao | Keywords in Play, Episode 15

…on the game’s official websites. We chose this method of finding loot boxes and probability disclosures through gameplay rather than say, for example, watching videos of other players engaging with loot boxes, because very few videos will actually show a player accessing the probability disclosures. So, we basically had to do this through gameplay in order to ensure that we did manage to find the probability disclosures. I think we spent a considerable effort when trying to find the probability disclosures above and beyond what a normal player would find. So, I would say that in our opinion, if we…

Kill Screen archive

…videogame or social network

  • surreal asteroid exploration game irrational exuberance rewrites rules vr
  • assassins creed unity making crowd main character
  • fast life and times monster evolve
  • lifeless planet
  • hotline miami 2 wrong numbers map editor embraces mario paint aesthetic
  • murdered soul suspect digital page turner
  • nintendo comes out swinging
  • how league legends server farms power esport
  • dadaism comes videogames dark stealthy tangiers
  • what does it mean videogame be always
  • how steams openness helps little guy
  • broken punk metaphor
  • always sometimes monsters combines atlas shrugged hotline miami

  • This Year In Video Game Blogging 2011

    …Mason posted a provocative piece on Hearts of Iron III and how he re-fought World War II only to lose as he tried to improve the outcome.

    New York Times writer Jonah Weiner gave us an expose on the creator of Dwarf Fortress, the game itself and the dedicated community of games that sprung up around its dense systems.

    Kill Screen ran a contender for the greatest review of all time with J. Nicholas Geist’s interactive review of Infinity Blade using the form to further explain the play experience of the iOS gem.

    Jorge Albor wrote about…

    This Month in Videogame Vlogging: March 2024

    …found a gem from, say, January that we missed, go ahead and submit it. We’ll check it out.

  • Please no videos longer than four hours long. If a prospective video submission is longer than four hours long it cannot be about Dark Souls.
  • Please no stream VODs, recorded lectures or seminars, general-topic developer interviews, lore videos, or news roundup podcasts.
  • These suggestions are subject to change at our discretion. (and also like, break the rules whenever)
  • This Month in Videogame Vlogging highlights the most compelling critical videos about videogames from the preceding month. As always, it…

    February 2020

    The Building Phase

    Two interesting and different videos this month dwell on less-considered contingencies of game design.

    • The Future of Black Storytelling in VR Spaces – Spawn on Me (Part 1 (21:26)) & (Part 2 (28:38))

      Kahlief Adams chats to CRUX co-founder Lauren Ruffin about building community, fighting cultural erasure, running a co-operative model company, and establishing and supporting black creators and voices in VR development. (Autocaptions)

    • The Game That Inspired Minecraft, But Never Made a Penny – People Make Games (13:00)

      PMG tell the story of Infiniminer, the blocky first-person building