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Fallout 3

Imagine the enormity of the task: to take one of the most fondly-remembered role-playing games ever made, a game developed by another studio, and craft a sequel with vastly different gameplay, advancing the world design and graphics for a new era of gaming while recapturing the ineffable spirit of the beloved predecessor. If that doesn’t sound like a losing proposition to you, then you are either an idiot or a visionary, and the odds are on the former. We owe some gratitude, then, to the splendid idiots at Bethesda for creating Fallout 3, now perhaps the prime example of

July 19th

Links updated July 4th 2017

In the week to 19th July 2009 AD, what were the best pieces of videogames blogging that I stumbled across? That’s what we’re here to find out.

Gregory Weir wrote this week about the aesthetic choices in working with pixel art and going lo-fi. It’s written in response to a commenter’s criticism of the art style of How to Raise a Dragon and their assumption that Weir chooses a pixel art aesthetic just to avoid having to develop lots of art assets. Not so, says Weir.

The After Action Report aggregator and

Episode 5 – Gender in Games

AND WE ARE BACK! After a long hiatus the CDC Podcast has returned with a force–music and an icon. This week we talk about under privileged voices in games, specifically women in games, where all your questions will be answered and the issue will finally be put to “rest.” Of course I am joking but please come continue the discussion in IRC. We have moved to the irc.quakenet.org server, the room as always is #GBConfab. For those wondering why this hasn’t been updated on iTunes yet, we changed hosts for the podcast and the RSS is still in the

July 26th

Links updated July 4th 2017

Let’s play a game – it’s called ‘catch-up on the must read things I missed from last week’. First up, Simon Parkin talks about the Develop 2009 conference [editor note 2017: dead link], bringing this juicy bit of info back home to share with us:

I learned a few things I didn’t know before, such as the revelation that Half-Life 2’s artists wrote three supporting pieces of fiction for every location on the game, one describing what happened there two days ago, one two weeks ago and another two years in the

Duncan Fyfe & Hit Self-Destruct, Part 1

When it came time to think about which writer or critic to feature in our second Spotlight feature, the decision was suddenly made for me with the news that Duncan Fyfe, author of the blog Hit Self-Destruct, was calling it quits. Atypical in that it has an actual ending – how many blogs can you think of that have had an end? – it seemed to provide the perfect opportunity for a retrospective on the man and blog.

Instead of writing this spotlight myself and merely presenting my own appreciation for Fyfe’s writing, I solicited a

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August 2nd

A great way to start the week is to spend some of it looking back on the previous. Time then for This Week In Videogame Blogging.

Tired of the run-of-the-mill, dry, videogame criticism? Does the idea of some subversive, satirical commentary on the ‘Games as Art’ discussion by way of children’s drawings tickle your fancy? Why are you looking at me like that?

Eskil Steenberg (solo, independent developer of forthcoming MMO game LOVE) talks about the importance of backups (or their non-importance), procedural generation and why a game being procedural is not the same as being random.

Duncan Fyfe & Hit Self-Destruct, Part 2

When it came time to think about who or what author, writer or critic to feature in our second Spotlight feature, the decision was suddenly made for me when it came to light that Duncan Fyfe of the blog Hit Self-Destruct was calling it quits. Atypical in that it has an actual ending: how many blogs can you think of that have an end?: it seemed like the perfect candidate for a retrospective on his writing.

In this, the second in this mini-series, we present a number of personal responses to Duncan’s writing at Hit Self-Destruct from the

Duncan Fyfe & Hit Self-Destruct, Part 3

So we have reached the end of our run of focussing on the writing of Duncan Fyfe and his blog Hit Self-Destruct. I think it’s fitting that we conclude our coverage with the following two pieces, the first from Michael Abbott who has long been an advocate of Fyfe’s writing – the second from Alexander Peterhans (aka Qrter) who is one of Duncan’s longest running and most visible of his readers and commenters. [ed. note: I’m sneaking in a last-minute entry which I wrote after Part 2 was published and, as a latecomer to HSD, am slightly embarrassed to

August 9th

As if in punishment for last week’s trifling length of links, today’s This Week In Videogame Blogging is of a mammoth size. Let’s see if we can get through it all without being crushed by its staggering weight. As a small incentive, there’s a link to a cool new trailer from indie-art-game maker Messhof waiting for you at the end!

From a week-or-so ago comes this interesting piece of commentary taken from a review of the game Call of Juarez at ActionButton.net.

Who am I kidding. Anymore it seems you’re allowed one interesting idea per game

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Rachael Webster / PixelVixen707, Part 2

Like the Hollywood of Who Framed Roger Rabbit, the PixelVixen707 blog is a place where the fictional and real co-exist. Rachael Webster is a native of the Domestic City; she is a character who might have once been the teenage indie-game-hipster Emily’s roommate and has now somehow found her way into the real world. Games have unchallenged cultural value in her world and she naturally takes it for granted in her writing. Her blog posts never suggest a desire to see the medium mature or become something it’s not already. When Duncan Fyfe writes “We can do better” he