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sound

June 22nd

sound so different to death in real life, except for the point that ‘one’s continued living’ in reality remains a point of mystery for those bewildered with existential dread. So I stress: in Dark Souls, death is simply another thing you can do. While all else in Lordran is ruined by decay, you have transcended death as a barrier to worldly life.

It’s Systems All the Way Down

Taking off from the spiritual themes hinted at by Beirne, we transition to Albert Hwang’s most recent piece for Ontological Geek. You need to offer something very compelling about…

October 5th

…moreso than creating a language with its various components, create a unique and memorable “dialect” through mechanics, art, sound design and more.

Even though a crafting system [in Dead Space 3] sounds interesting and cool, it kills engagement. When players don’t have to think about what guns to bring, what items to carry, or what order to engage enemies in, the game reduces its vocabulary. It becomes flat and boring.

Dead Space 3 has the vocabulary of a caveman’s poetry. Dead Space 1 and 2, comparatively, were the combined works of Shakespeare.

And at Joystiq,…

November 9th

…colleagues at PopMatters Moving Pixels have also talked about different implementations. Marshall Sandoval writes about the use of regional authenticity to create the texture of real places rather than the bland settings of regurgitated copies of copies of copies. Also, G. Christopher Williams looks at the addition of a first person view to Grand Theft Auto 5.

Then there is David Canela who, on his Gamasutra blog, notes the many binaries in Dark Souls that mirror the thematic binaries at play in that world and how the oft overlooked sound is another of them.

Dispatches from Vienna

February 1st

sound.)

All this to say, I’ll let trained professional critics handle burning critical issues that have sparked the fire of your debating spirits this week, and then give you a list of interesting links selected from first-person Jill, in This Week In Videogame Blogging! (I hear that with a lot of reverb, like when the Muppets announce Pigs in Space. Just me?)

The End is Near

Maddy Myers examined our penchant for romanticizing disaster. Douglas F. Warrick followed strategy games to the end of the world. Ian Bogost warned that algorithm worship puts us in a computational…

January 2015

…the ambient sound of the airport to flow over her own commentary, which is also, appropriately, about travel experiences.

Taking a different approach, Brendan Vance revisits Problem Attic. Prompted by a lack of critical response to Problem Attic, Brendan Vance feels compelled to preserve the game in a substantial way. The game, he remarks, is important to him, and as such should be kept from being swept under the deluge of constant “content” available to players. In playing through the game Vance revisits his own initial thoughts about the game.

Play Theory/Theory Play

Abstract image evoking bird silhouette

May 3rd

…its age. Its rattling cages, its nauseating architecture, inhuman shapes. My radio hissing as a silent executioner in a red metal pyramid mask followed me down an apartment building’s fire stairs. My flashlight throwing a headless dress form into sharp relief, my wife Mary’s clothes still on it. The way I ran, with purpose, up the broad carpeted steps of a fateful hotel, almost to her room, only to suddenly come up against a rusty gate, the sound of my own name murmured urgently, sepulchral, from beyond it.

Au Revoir, Mes Ami(e)s

That’s all we have for…

01: Subjectivity

…be in such wonderful company. It is truly humbling to correspond with you both. Secondly, I ask you indulge my generally extemporaneous nature. Brevity is the soul of wit but spontaneity is the realm of honest. There is much to talk about, particularly regarding the matter of reviews, and I will not have a central thesis as much as a string of thoughts.

Bloodborne concept art

Thier’s piece is impotent and distracted navel gazing dressed as insightful cultural critique. It is self satisfied sound and fury. It raises questions but only because of Stephanie’s clarity of thought extracting them…

Abstract image evoking bird silhouette

September 13th

…she doesn’t get about how we talked about games, namely the idea of a game or possibly the player respecting their time and what value our reaction to our activities place on it.

Don’t use the N-word in gaming: sound advice and the subject of Chris Spivey’s piece. He doesn’t want the word banned and sees its necessary to not hide, in other mediums, but finds it’s different in gaming.

And on a lighter note, a dialogue of 4 philosophers trying to play a mutliplayer game of Magic: The Gathering by Jesse Mason at his blog Killing a…

December 20th

…way to other sites. For instance, Philipp Sickmann’s discussion of Christos Reid’s OCDemons and Roman Lehnhof’s look at the lack of leftist philosophy in games.

On Superlevel, Nina Kiel continues her ongoing discussion of sex in videogames, and Katherina Kavermann looks back at the 1997 game Overblood. Should this sound interesting to you, let it be known that the site has recently launched a Patreon campaign.

It’s The End, My Friends

That’s about it for this week, thank you so much for tuning in! Next week we are going to send off the old year with This

March 6th

…day in and day out. It’s hard work, sweltering under the sun and tending to his soil, but he’s growing something real and nutritious, not that junk you can buy at a fast food place.”

  • What Is Gameloft’s Position in the App Store of 2016, When “Having a Game That’s Sort of Like GTA” Isn’t Enough Anymore? Eli Hodapp gives a history of Gameloft, a company often neglected in the typical gaming canon despite having once had a major impact on the rise of mobile.
  • The Sounds Of Baldur’s Gate Bill Coberly and Oscar Strik discuss…