Search Results for:

Что такие отношения больше в insta---batmanapollo

October 30th

…feature (found here). For instance, in the case of auto-aim, Eric says, “Shooters on consoles can still be fun and complex games, but taking out the aiming reduces skill involved and cheapens the play experience.”

And now for what was likely the most talked-about event of the gaming world this week: Blizzard’s controversial decision to end this year’s Blizzcon with a video of Cannibal Corpse’s singer using homophobic language to describe his hatred of World of Warcraft‘s Alliance faction. Gaygamer.net has coverage of this speech, including an uncensored version of the expletive-riddled video.

This prompted Denis Farr to…

January 29th

…plans. Or, for instance, that many writers cannot simply forget the role communities play in how they engage with their games. Keza MacDonald of IGN: “You may think, so what? Why should sex in videogames matter any more for gay people than straight? But this visibility actually is important, for the same reason as having believable and relatable female characters is important.” Fox Van Allen of Joystiq: “this incident [of implicit and explicit homophobia and transphobia in WoW] should serve as a powerful wake-up call to a company that makes millions of dollars in yearly revenue from the gay community.”…

February 5th

…the wrong word. Replace each instance with ‘jackass’ and it’s much more on the mark.

Joel Jordon from The Game Manifesto believes games are like music. He extols the inherent rhythm to a game’s actions, and sees similar qualities present in games from Dance Dance Revolution to Resident Evil 4 and Rayman Origins.

Alan Williamson of the SplitScreen blog looks at a quick history of cheating in games from the early cheatcode to modern hacking, to the publishers cheating gamers out of legitimately purchased content. To quote Williamson: “It’s hard for the modern gamer to be a cheater,…

Uncharted 2

…hard pressed to identify a single genuinely original aspect of Micheal Curtiz’s Casablanca. Dozens of movies have told similar stories with similar characters. What elevates Casablanca is the way each of its elements: cinematography, music, performances, screenplay — so clearly surpasses the pedestrian work of other similar films.

Dean Takahashi at Venture Beat also spoke with Richard Lemarchand about the research undertaken for Among Thieves, where Lemarchand looked to classic heroes like Robert Louis Stevenson, Robinson Crusoe, Doc Savage and Tintin for inspiration. In some ways it’s this classic sense of heroics that makes Nathan Drake instantly appealing….

March 25th

I’m all out of clever schticks this week, so let’s just get right to it. It’s time for the best and brightest of videogame commentary and criticism, This Week in Videogame Blogging!

We start off by checking in with our friend Sebastian Alvarado, who is onto the second installment of his Gamasutra blog series on nanotechnology in videogames.

Articles on Dear Esther are still trickling in, but Tommy Rousse came out on top this week with a strong critique of the “walk’em up”‘s shortcomings: “While Dear Esther does a superb job of conveying a sense of place

April 8th

…of the music you hear depend on what you’re standing near to. And the time of day, and what’s going on in the rest of the music, and probably some other factors.

Meanwhile, Zach Alexander wonders if we can consider saving and saved games a part of the gameplay.

Our good frenemy Eric Lockaby is at it with his latest installment of “How You Got Videogames Wrong,” in which he explicates how the fundamentals of design (old media and new) go much deeper than we’re used to discussing them.

As the discussion on Mass Effect 3…

April 29th

Oh dear look who left the keys to TWIVGB on the kitchen table for me to find. Yes, in her distracted exam-cramming state, Kris left me in charge of TWIVGB once again. I’m sorry.

Look, here’s a little secret I’m going to share with you: sometimes writing about videogames is… how do I put this…. not weird enough. I’m going to try and pick out some of the weirder stuff this week.

For instance: At the architectural/landscape/urbanism blog M.ammoth, Rob Holmes regales us with a short anecdote about a student designing a game as part of an

May 6th

…venture over to Scott Juster’s latest Moving Pixels contribution, “A Segmented Sky“:

I’ve been replaying The Legend of Zelda: A Link to the Past recently and have found that I can still remember how to walk from the foot of the mountains to the middle of the desert by memory. Because of this, the game still retains its sense of place when I take a shortcut by instantly warping around the map. I may be skipping a lot of obstacles, but I know that they exist, and I know how they connect the world.

This feeling of

May 13th

…thing?

On the player side of the equation, Chris Waldron writes favorably of player-developed, voluntary hardcore challenges in their ability to change the experience of play:

Take, for example, the ‘Nuzlocke Challenge’ of the Pokemon RPGs. In the standard game, Pokemon faint once their hit points are depleted; in a Nuzlocke run, they die, and therefore must be instantly released, never to be seen again; if your whole team falls then I’m afraid it’s game over. […] the Poke-universe takes on a whole new air of morbidity. It stands to reason that if your Pokemon…

May 20th

…privilege, “Straight White Male: The Lowest Difficulty Setting There Is“:

Imagine life here in the US — or indeed, pretty much anywhere in the Western world — is a massive role playing game, like World of Warcraft except appallingly mundane, where most quests involve the acquisition of money, cell phones and donuts, although not always at the same time. Let’s call it The Real World. You have installed The Real World on your computer and are about to start playing, but first you go to the settings tab to bind your keys, fiddle with your defaults, and choose