July 15
…the aftermath of the incident.
…the aftermath of the incident.
…together as the rails pass alongside in this dive into bits and pieces of Blur, a game whose potential discussion points were lost to comparisons and gaming’s immediacy.
When thinking about why something is “wrong”, we step into the realm of ethics. While law is another vehicle of determining whether or not we should do something, I noted above
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…longstanding communities and reflecting the systemic processes by which underprivileged neighborhoods are displaced by the arrival of outside wealth.”
I continue to find hope and joy in the upward trend of both queer and gender representation on both sides of the screen in games. These four articles highlight a sample of the great work being done on those fronts.
…Trees – Haywire Magazine Daria Kalugina treks through nature landscapes in games and reflects on how they frame narratives and guide players.
“The landscape I’m placed in is not just a decoration – it responds to the story I play, absorbing its tension. It provides ground for the narrative and presents the constraints of the mechanics. It teaches me how gravity works, what the limits of my abilities are, whether I can swim in this water or will drown instantly.” It was inevitable that I was going to find a way …
Just for Fun
…explores this in more detail [mirror], examining several specific instances of unique opportunities, NPC conversations and even sound effects that can only be discovered after defeating Giygas.
Everything about that final boss fight is twisted, from RPG battle conventions to the grotesque background imagery and taunts. Under “Reader Feedback” for the Retronauts EarthBound article [mirror], Nick Fagerlund contributes his thoughts on this battle and recalls that “most astonishingly, it reverses the single most basic power dynamic in an RPG: Instead of the NPCs existing to support a small group of mighty heroes, the heroes’ only ultimate value is to
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…positioned in places that make sense.
Brinstar at the Acid for Blood blog shot an amusing and entertaining photo-essay on Playstation Home and a certain, shall we say, extraterrestrial avatar costume. She also documented Sony’s attempts at recreating E3 within the virtual space of Home.
And lastly, I couldn’t resist linking to this week’s instalment of the Destructoid video series ‘Hey Ash whatchya playing?’ [mirror] as it features Far Cry 2 and a certain peculiar attraction to the game.
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…No Longer My Third Place | Kotaku Cecilia D’Anastasio finds that she’s no longer getting out of Overwatch what she puts into it.
“In a way, Katamari succeeds because it tells the player exactly what they want to hear all the time, and that’s a powerful lure.” Yep.
Just for Fun
…told is the actual start of the series, and which I may play someday if I ever find the time. I’ve also been told that Black Flag is where the series really starts, or perhaps Origins, or. . . wow there’s been a lot of installments.
As for this week’s selection of articles, we’ve got some inspired reflection on critical discourse itself front-and centre, which makes sense given that Anthem is now a thing and I’m still over here wondering when we’re going to get another Dragon Age II. We’ve also got great articles written from the developer perspective…
…| Unwinnable Malindy Hetfeld opens up about the complexities of supporting–and critiquing–art in an industry full of Randy Pitchfords and Dan Housers.
“Until P Studio can come to grips with these conflicting viewpoints, I just can’t see them doing a playable woman justice. We don’t need any more instances of oversexualizing young girls who’ve…
…a site of instability and tension, especially when social relations are a driving force behind the play experience. Two articles this week probe the limits of these tensions in recent titles.
“Sekiro’s identity in the end may be not entirely steadfast,
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