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dayz

June 3rd

Speaking of grandeur of and interactions with spaces, much has been made of survivalist ARMA II mod Day Z. Our favorite Sneaky Bastards pinned down the game’s charm thusly:

Despite its player-driven stealth gameplay, DayZ is not an emergent game. Emergence is something defined by the interaction of systems, whereas the ones that govern DayZ are as basic as can be. It goes beyond emergence, appealing to and being a reflection of raw human behaviour.

Quintin Smith, in a piece for Eurogamer which echoes his memorable Rock, Paper, Shotgun series on Russian cult hit

Abstract image evoking bird silhouette

March 9th

…and Racism,’ which I cannot recommend highly enough.

A Rape in Cyberspace

(This section bears a CONTENT WARNING for discussion of rape, assault and harassment.)

On RE:roll, Angus Morrison conducts (rather, attempts) an anthropological study of DayZ, only to find that the deck is stacked against him — and, indeed, he’s not immune to the game’s psychological effects.

Elsewhere, avid DayZ player Kim Correa shares a traumatic experience in the game (TW: rape) and muses on the point at which the game’s sociopathy stops being harmless.

And back on Kill Screen, Matt Albrecht describes his…

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July 9th

…puts up a good rebuttal of the attacks Day constantly faces.

Videogames often invite us to reach outside our comfort zones, so why is it that some gamers feel so uncomfortable to share their hobby? Unwinnable’s Gus Mastrapa has the word on Spelunky as a game that encourages us to try new things.

I’ll leave you with two interesting curios to wrap up this edition of TWIVGB.

First up is Adam Ruch’s kidnapping adventure in DayZ, which is a game you should be playing if you aren’t already.

And last, but not least, is You Chose…

September 30th

…weirdest interview you’re likely to read all week, with Gamer Grub inventor Keith Mullin.

Over on GameChurch, Drew Dixon has been playing DayZ. I wouldn’t presume to reach as far as to suggest it gave him a crisis of faith, but it certainly didn’t place his fellow man in the best possible light for him. In a similar tone but from the opposite side of the play spectrum, Matthew Kim reflects on just how lonely Dark Souls feels. And AWESOMEoutof10’s David Chandler (who wins best blog name for the week) has a few thoughts on how Deus Ex: Human…

February 16th

…games have defined games’ history. The question becomes: what do we do with it now?

At Higher Level Gamer, Jason Coley lays out the first article in a series on the virtues of persistent world play experiences, drawing upon popular reception to Dean Hall’s DayZ.

Critical Distance contributor Cameron Kunzelman continues his analysis on Assassin’s Creed, this time focusing on its micro and macro time scales.

And on The Escapist, regular columnist Robert Rath brings us this whammy of an article, arguing that while videogames may not have a Citizen Kane, games as an industry very much…

March 30th

…rather than gender, as though the two were mutually exclusive criteria.

O Brave New World With Such People In It

How could we have missed this? Over on The Escapist, the ever-compelling Robert Rath has put together a great, well-researched two part feature on the complex interrelationship among wargaming, novelist Tom Clancy, and the modern first-person shooter.

Even more incredible (in the classical sense of the word), over on Eurogamer Robert Purchese presents us with this biographical profile of DayZ creator Dean Hall.

Dispatches from Vienna

Once again we’re honored with a brief peek inside…

April 20th

…even assign the game the “sexualized violence” label present in the American rating.

Kim Correa, whom we featured several weeks ago for her bracing account of a sexual assault experience in DayZ, has followed up with a report of some of the comments her post generated, and additionally connects her experience with Julian Dibbell’s 1993 article “A Rape in Cyberspace,” which has also been making the rounds lately (including here):

What strikes me most [about Dibbell’s piece] is the willingness of the community to pull together, to work toward mending a problem and taking appropriate actions for

Kill Screen archive

…mazer has always been real

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  • December 17th

    Identical products

    In other discussions of genre, three critics reconsider common AAA game design conventions.

    • DayZ – Tragedy of the Commons: The Game – Extra Credits – YouTube (video: auto-captions) The latest Extra Credits reads high-octane action as an almost mythic tragedy, with clear implications for the times we live in today.
    • “Destiny 2 Finds Its Beauty in Numbers,” by Reid McCarter – Bullet Points Monthly Reid McCarter waxes lyrical about the artistic sins of loot games.
    • The debate over microtransactions isn’t really about money at all | ZAM – The Largest