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call of duty

November 10th

It’s getting rather dark and rather chilly around here. Another week, another list of links for This Week In Video Game Blogging.

Video Games Both Great and Small

Horror month continues a little past October with Zachary McAnally looking at Slender: The Arrival‘s horror design and Soha El-Saaawi explaining the journey of Year Walk.

Emanuel Maiberg at Kill Screen looks at the new Call of Duty and how the campaign ends up turning you unintentionally into a terrorist and a Nazi. While E.T. Brooking at The Escapist explores the real world space faring weaponry that has

November 16th

…inevitable march of new shooters. Battlefield 4, Call of Duty: Ghosts, and Killzone: Shadowfall all dropped (the bass) recently.

At Critical Damage, Brendan Keogh has some kind-ish words for Ghosts’s campaign:

You’ve probably seen the video of how the intro of Ghosts uses an identical animation sequence to the end of Modern Warfare 2. It’s the most explicit example of it, but the same animations and moments are used throughout Ghosts. It’s either intended as laziness, apathy, or deliberate intertextuality—it functions as all three. The entire game feels like a collage of moments from the previous games.

December 15th

…Consensual Torture Simulator. And on GameChurch, April-Lyn Caouette shares her experience with Tale of Tales’ sensual Luxuria Superbia, and how it helped her rethink cultural pressures about sex — and games, for that matter.

Derivations

On The Gaming Intelligence Agency, Fritz Fraundorf furnishes us with a fond and insightful analysis of the often underrated Final Fantasy X-2, both as variations on a theme and as a story of its protagonist’s self-actualization.

And on Edge, Richard Wordsworth draws attention to a worrying trend in recent Call of Duty games, particularly Modern Warfare 2 and the recently released Ghosts:

This Year In Videogame Blogging: 2013

…appreciated it didn’t go for the easy ending.

Gilles Roy at Play the Past looks at Call of Juarez: Gunslinger and what it has to say about storytelling and historical witnesses.

At Kill Screen, Emanuel Maiberg explains how Call of Duty: Ghosts ends up turning the player into both a terrorist and a Nazi and how it’s a pity it isn’t self aware enough to realize it.

Soha El-Sabaawi writes about the horror of the iOS indie game Year Walk for Ontological Geek.

Brendan Vance dives into a deep close reading of Liz Ryerson’s Problem Attic.

April 6th

…do with what matters to other people all [their] lives.” Some closeted queer people might not see themselves in a game until Call of Duty includes a gay soldier. I don’t want to burn down a forest in which people are still trying to find their way.

Continuing on this thought, on Errant Signal Chris Franklin has posted his latest video, a ten-minute dissection of how Assassin’s Creed handles subjects of race, passing, and slavery, and suggests the games might achieve this better through their playable protagonists than through story missions and NPCs.

As Franklin notes that…

Abstract image evoking bird silhouette

April – May Roundup: ‘The Right Touch’

…a wider audience of people into videogames – especially people with disabilities, who find traditional controllers difficult to use.

Corey Milne writes about a favourite childhood experience of mine: firing lurid plastic light guns at the TV. Light gun games represent the antithesis of a modern controller, and also the modern shooter: most people can grasp how to point and fire in a game like Time Crisis while Call of Duty remains extremely complex.

And finally, Shaun of Arcadian Rhythms writes a more personal history of his experiences with controllers before concluding that the…

October 19th

…Led Zeppelin the hardscrabble underdogs vs. the Bee Gees? That’s as ridiculous as saying Call of Duty fans are oppressed compared to people who like indie text games about what it’s like to have depression.)

Gamergate reached the front page of The New York Times this week, due largely to a school shooting threat called in over a scheduled appearance by Anita Sarkeesian. With the NYT coverage, many game news outlets have come forward officially denouncing Gamergate. However, just ahead of this development, Jetta Rae DoubleCakes published this strongly-worded editorial at Ravishly which urges news writers to properly…

November 24th

…Cesarano revisits Final Fantasy VII, reflecting on the game’s characters, plot, and his personal history with it.

And speaking for PBS, Kill Screen’s Jamin Warren discusses the game design paradigms inherent in IKEA’s store layouts. (This is a topic Dan Golding latched onto in 2009 as well.)

Pop Goes the Media

At PopMatters, Jorge Albor writes on Call of Duty: Advanced Warfare‘s failure to meaningfully and consistently explore its themes, and Nick Dinicola defends Alien: Isolation‘s inconsistent cat-and-mouse systems.

Design Notes

In Gamasutra’s blog section, Josh Bycer examines two styles of stealth game design, what…

March 1st

…could pronounce as “cutie;” has anyone done that?). Looking beyond Call of Duty’s cringe-worthy “Press F to Pay Respects,” Cross considers QTEs in a more far-reaching and generous light:

Simply put, at their best, quick time events are meant to blur the line between cinematic and gameplay to maintain the involvement of the player. They can be seen as a form of experiential integration designed to simulate involvement in a particular moment of the avatar’s story. The input device, be it a keyboard, controller, a mouse, or a mobile phone, is used to its fullest extent to provide

April 11th

…the history of games, Noah Caldwell-Gervais has a two hour video critically examining every Call of Duty game. Mike Mahardy discusses the history of Looking Glass Studios. Ian Williams discusses the history and murky future of Warhammer. Finally, our own Eric Swain positions Grim Fandango as an artifact out of time, whose modern re-release reveals some outdated logic.

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