Search Results for:

mass effect

Abstract image evoking bird silhouette

February 22nd

…dramatically underrepresented in games, and what representation does exist often falls into stereotypes and tokenism.

Back on Warren’s home turf on Kill Screen, contributor Will Partin provides a good companion piece for the above video, going into further detail regarding BioWare’s Dragon Age and Mass Effect series and their failure to engage with (human) race issues in a non-abstracted way.

Cutting to the heart of the issue, over on Kotaku Evan Narcisse hosts a roundtable with an all-star panel consisting of Austin Walker, Shawn Alexander Allen, TJ Thomas and Catt Small, discussing the shortcomings of black representation in…

January 17th

…Korean [mirror]. Kim has previously translated Critical Distance’s “GTAIV” critical compilation, as well as a number of other articles from other authors, so it’d be great if any of our readers could give him a hand.

There’s a bit of a meme going around the game blogosphere at the moment, and Denis Farr hops on the wagon with his post about his Shepard in Mass Effect [mirror]. The point is to “make sure people don’t forget that not everyone plays a default white male”.

Kate Simpson has long been known as the best blogger without a blog. However…

February 14th

…and her team’s game ‘Quest for Stick’.

Michael Abbott writes about Mass Effect 2 and what it says about the evolving nature of videogame genres. Abbott:

Bioware knows what we who write about games ought to know better. Genre classifications are essentially meaningless, and it’s time to drop them and move on.

It’s a sentiment echoed to some degree by Jim Rossignol in Rock Paper Shotgun’s latest podcast, episode 38, and it includes a great contextualised discussion of game genres throughout history.

Gus Mastrapa at Wired’s GameLife blog says ‘21st-Century Shooters Are No Country…

June 13th

…in the second, ‘The “real” John Marston’, he attempts to explain the character’s ‘bundle of contradictory messages’

Paul Sztajerat at the hard to pronounce PDYXS blog has been playing Mass Effect and writing about it in a lengthy, in-depth critical style [mirror]. Here’s what he says about the ongoing project,

I want to look at the deeper thematic ideas of the game while examining the density of ideas. So I’m going to treat Mass Effect more like a TV show, as an episodic (and probably highly serialised) experience that’s split by its missions.

The videogame…

July 18th

…Game Set Watch on ‘What Metal Gear Solid Has To Teach Us’, this time looking at Metal Gear Solid 3 and Baudrillard’s concept of Hyperreality. Also from Iovanovici is this piece at Gamasutra analysing ‘Humanism And The Virtues of Violence and Patricide in God of War’.

Jeffrey Jackson at Game Language comes out swinging with a pair of posts on ‘Cultural Hegemony within the world of Mass Effect’. Part one has this to say,

In the universe of Mass Effect, the organization called Cerberus is either a terrorist group or a pro-human organization. In cultural studies, however,

December 19th

I’m writing this week’s TWIVGB in Notepad, a couple days early, on my housemates laptop, as it’s the only one with an internet connection. This can only be only of the last TWIVGB’s for the year. Straight into it!

Let’s start with Rob Zachny’s piece for Gamers Wth Jobs about the downside to cover mechanics:

Cover produces bland, repetitive action and unconvincing locations. Toward the end of Mass Effect 2, Shepard and her crew are supposed to be in some the strangest, eeriest places they’ve ever encountered. But the level design always undercuts the art. Shepard

February 19th

…in effusively praising Mass Effect‘s rich SF setting, which not only measures up to the likes of Star Trek and Star Wars but introduces players to a cosmicist philosophy:

Mass Effect is the first blockbuster franchise in the postmodern era to directly confront a godless, meaningless universe indifferent to humanity. Amid the entertaining game play, the interspecies romance, and entertaining characters, cosmological questions about the value of existence influence every decision.

Seb Wuepper, writing for Gameranx, voices his dissenting opinion of the franchise, wondering aloud if we’ve all simply forgotten the “total thematic collapse of the…

April 22nd

…names attached to bodies. That was just an illusion, though. No matter how much I liked Easy Riders, Raging Bulls, the lesson that I got from the book was that power will never rest in the hands of a creator who will not play the studio game–every famous director is a puppet. That’s the reason Coppola decided to open up a vineyard.

Another iconoclast, Richard Dillio, has some strong words for the Mass Effect 3 ending fiasco, an article which really comes into its own in the final third:

If you were a big cheese over…

June 3rd

…is the (sometimes overwhelming) potential for failure not unique to games, it is in fact integral to communication and media. And Roger Travis returns to the subject of player choice in Mass Effect, saying:

The very large differences in the ways players of Mass Effect have viewed the way choice works in the trilogy deserve attention from a practomimetic perspective first because they represent critical perspectives worth refining. Second, and more importantly, however, those differences demand attention because of their affective nature, in light of what I would call the fundamental relationship in practomime between form and affect.

Kill Screen archive

…bros 14

  • comic super teenage mario bros 13
  • everything game
  • feeling blue
  • best both worlds
  • com
  • comic super teenage mario bros 11
  • life after death
  • comic super teenage mario bros 10
  • sound design mass effect and sound progress
  • son pong brick theater
  • comic super teenage mario bros 9
  • comic super teenage mario bros 8
  • comic super teenage mario bros 7
  • its your move
  • going baroque
  • comic super teenage mario bros 6
  • quidditch muggles
  • comic super teenage mario bros 5
  • toying around