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Prince of Persia

…the fact that they were visually boring. I felt the combat fell flat for similar reasons. For me, the slow, halting nature of the combat was completely at odds with the rest of the gameplay, and also didn’t really fit the character of the Prince himself.

An interactive storybook?

Despite all of this, the difficulty level remains the elephant in the room, repeatedly brought to mind by the more ludicrous “Achievements” the game offers. David Zhong, for instance, characterizes the game as practically playing itself. In a pair of essays, Sinan Kubba argues that the lack of challenge…

February 24th

…soundscapes as narrative design in Antichamber.

Back with Gamasutra, specialist Sebastian Alvarado presents the latest installment of his series on nanotechnology, this time focusing on the Nanosuit from Crysis.

Writing for his own blog, known rogue agent Jay Barnson (call sign: “Rampant Coyote”) categorizes some recurring post-apocalyptic game setting variants.

Citadel publication Games That Exist sees Alex Pieschel presenting us with a long-form look at the oeuvre of designer Michael Brough.

Elsewhere, Fabien Sanglard has been found disseminating a four-part deep-read of the source code of Duke Nukem 3D.

Not to be outdone, special agent…

March 24th

…jokes in a gamer comic and its associated fan convention’s merchandise. Sometimes the hill you find yourself dying on is weird and unexpected; I feel a lot of empathy for Richards in this. But as final lines in the sand go, “I would like to attend a professional conference without multiple instances of men being juvenile, unprofessional, and just plain gross” doesn’t seem like an outrageous demand to me.”

In an interesting twist, Michael Thomsen makes a case against the irresponsible use of ‘dudebro,’ and how the community’s lack of rigor actually marginalizes certain experiences key to understanding…

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March 2013 Roundup

…Gainsborough: the nature and virtues of sacrifice. I wonder if most players learned that, when it comes to levelling characters in RPGs, you shouldn’t put all your eggs in one basket. (Sorry.)

BONUS ROUND: in the second issue of Five out of Ten, you’ll find features on gender stereotypes in gaming and Silent Hill’s portrayals of misogynist stereotypes. Plus eight other mind-boggingly brilliant features.

That’s it for this month! I guess we were all distracted with GDC, PAX and other similar acronyms. Blogs of the Round Table will be back tomorrow with April’s thrilling instalment- see…

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April 28th

Hallo und willkommen! Uh, I mean, hello and welcome to Critical Distance, where anybody remotely competent is apparently off doing something else. So Kommandantin Ligman has entrusted me, humble foreign correspondent, with today’s installment of This Week in Videogame Blogging.

At least, conflicting schedules are the official reason for my sudden rise to stardom. I’d like to think our brilliant leaders simply wanted some fresh, pretty face for this newly redesigned Critical Distance, so that our sleek, new look would forever be associated with my own pristine skin and effortlessly disheveled hair. And tired eyes, crooked nose and

April 2013 Roundup

…off if you steal from him. He also mentions Fable III, which is an interesting comparison because I thought its crowds demonstrated both and best and worst of the modern NPC: reactive and multi-faceted, yet also repetitive to the extreme and obviously fake.

Finally, some Irish guy wrote about Elizabeth in BioShock Infinite and whether her relationship with the player is a convincing one. I think people are going to be talking about Infinite for years, but perhaps not in the way Irrational intended.

And that’s us for the month! Join us early next week for another instalment…

June 9

…online needs and how they excludes massive numbers of people in rural America and abroad.

Specific Games and the People Who Think Very Hard About Them

Austin Walker writes about the various loves he has for State of Decay.

Jason Rice reflects on the mechanics of the second installment of Kentucky Route Zero.

Kaitlin Tremblay writes on Bioshock 2, Borderlands 2, and Baldur’s Gate to try to get at the heart of abject subjectivity in games.

Jorge Albor works out why the decision making in Quandary hits in a particularly hard manner.

I wrote…

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May-June 2013 Roundup

…and slime oozing from walls that separates Prime from its contemporaries: it’s the attention to detail in the placement of every object and room to form an intricate web of areas only conquerable through backtracking and sheer resolve. It’s one of the first games that springs to mind when I think about truly ‘immersive’ environments, actually.

So that’s it for this month. Thanks again to all of the writers who participated. Next month’s Blogs of the Round Table is up and it’s a big change in format from our previous instalments. Take a look and get involved!

July 28th

…his personal site has released the design doc for Prince of Persia 2, now 20 years old. He also says that this is not how to make a game and only worked for in this specific instance for a number of listed reasons.

Up, Up and Away

…no, wait…

In any case TWIVGB will be back next week for more link roundups. Please submit any recommendations for it to our twitter or email.

Also, there are still a few more days to participate in July’s Blogs of the Round Table.

And that’s all I got.

August 4

…legacy of The Oregon Trail.

Angela Cox writes on “The Othering of Time Age of Empires II.“

Cornelius Holtorf explains the playful desire of reality-altering efforts of time travel in contemporary culture.

MISC.

Paul Tassi asks “How Do You Solve a Problem Like Nintendo?”

This is a wonderful redesign of the entirety of The Last of Us that asks the question “what if we played as Ellie?”

Mike Rose uses the new SimCity to model yet another instance of horrible traffic.

Jason Johnson connects Shin Megami Tensei 4 to Bolano’s The Savage Detectives.