Search Results for:

🟑🐍 www.LemonaidHealth.shop 🐍🟑 Noroxin tablet kâp billiga Imodium 125 mg piller i sverige

Abstract image evoking bird silhouette

September 6th

…textual and tonal device. It’s also a sensibility, a kind of distinct affective response. It is not, in and of itself, a pejorative.

[…]

The issue [with incoherence] is not so much that these problems clash particularly noticeably in the moment of play in such a way that jars and therefore leaves an impression on the player. It’s that, under scrutiny, they don’t make any sense to what the game and its various elements are trying to accomplish. Like an unaddressed plot hole in an otherwise tidy-feeling television series, these things can go unremarked but as soon as they…

April 7th

…the term “gaming cringe” to describe a sort of hyper self-criticism:

If there is any game that can justify its violence, it is Bioshock Infinite. It is a story about a violent man, and about the violence within society. It’s a story about extreme beauty, and extreme ugliness. It’s also saying a lot about videogames, and as it delivers its story and themes, it does it through patterns and behavioural codes that we all understand. The violence isn’t only justified by character, story or themes. It’s justified by the language of game mechanics that the game is using.

Abstract image evoking bird silhouette

April – May Roundup: ‘The Right Touch’

…really dissect the Wii U’s Gamepad controller, which I think says a lot for how it has been received. It seems like even Nintendo themselves don’t know what to do with it: it wasn’t the first controller with a built-in display (all hail the Dreamcast) but, like the Dreamcast, there’s a limited utility to what you can do with a second screen. Or is it rather a case of limited imagination? While Nate is “content with using a controller”, I’m not sure if the regression we’ve seen with the Xbox One and PlayStation 4 is the best way to get…

March 20th

…altar, faith, and the inherent victories found therein.

From Great Height

(Spoilers for Life is Strange below.)

Running parallel with inevitability, over on Paste, Holly Green foils a personal story with the weight of decisions in Life is Strange, and how the human desire to resolve problems itself sets up a great deal of opportunity for failure.

Perhaps the most hypnotically tempting promise of Life is Strange is the hint of control in a world otherwise out of the player’s hands. We’ve all been in difficult situations where we wonder what could have been if

Abstract image evoking bird silhouette

July 3rd

…crunch at game studios. He explains why it doesn’t work as a method, and claims that studios that resort to it generally have a failure in leadership. He concludes with:

Some developers regard their time spent crunching as a badge of honour, but it’s not. All it is is abuse tolerance. Exist in the bunker mentality that crunch brings for long enough and you will only be able to think defensively.

At Play the Past, Katy Meyers looks at “The Adventuring Archaeologist Trope” and how it supports outdated thinking in its drive to create adventure.

September 30th

…world of Baldur’s Gate:

Even in this alternate world, one shaped by desire, I was not the hardiest of characters. Strength was frequently my lowest ability score, my constitution not much better. (I poured all my points into intelligence, wisdom, and charisma.) I was able to make do because there, in that world, I had magic, and when you have magic, you barely need a body.

Over on Culture Ramp, Luke Rhodes wraps up his Ludorenaissance series by recapitulating the themes of his interviews and suggesting an emerging methodology for games criticism. In case you missed…

November 11th

Welcome to Armistice Day. Or Remembrance Day, or Veterans’ Day, you may take your pick. Whichever suits you best, it’s time for This Week in Videogame Blogging. So let’s get right into it.

Medal of Honor and the War Game

Writing in his regular Critical Intel column, Robert Rath laments the “brown shooter” cliché that has taken over the military action genre.

The tragedy of the grey-brown palate is that it doesn’t reflect reality. Speaking as someone who grew up in Hawaii and has hiked World War II battlefields around the Pacific, I can tell

September 8th

…aesthetics of the New Sincerity and are instead continually mired in last-generation irony — which has repercussions when it comes to representing certain unsavory subjects, like the treatment of women.

The aptly-named Snake Link Sonic reflects on the recent outcry concerning Metal Gear Solid 5, and places it in the context of the franchise’s history.

On Play the Past, Christopher Sawula looks at Assassin’s Creed‘s problematic relationship with history. Elsewhere on the same publication, Peter Christiansen chats what is actually being represented through tech trees in Civilization.

Identity Reconstruction in Progress

On Kill Screen, Jason Johnson…

Abstract image evoking bird silhouette

September 30th

…currently under investigation.

Community Reading Corner

Despite books being illegal in our humble town, much talk about narrative elements persists around social media watercoolers and bloodstone circles. Angela R Cox reframes Phantasmagoria, a community favorite, under Gothic literature instead of its usual film comparison:

The house governs nearly every part of the game: it is the source of isolation; it is the containing structure for both the supernatural demonic presence that drives the plots and for horror and terror; it tells the story itself through architecture and spatial distribution of plot elements.

This week…

January 28th

…highlight design strategies and define emotional and aesthetic outcomes for players.

  • Playing with Money (1): The Adventurer Shop – ihobo Chris explores the history of merchants in RPGs, and traces their changing significance as they moved from tabletop to videogames.
  • Everything I learned about game design last year I learned from Dead by Daylight – Eurogamer.net Keith Stuart finds remarkable opportunities for role-play in a multiplayer horror game without an AI enemy – and has stories to tell about beautiful moments emerging from player improv.
  • They Are Billions: Steampunk, Colonialism and the Undead – Paste Playing a…