News & Views
8/22/15-8/28/15
Phew,
another huge week of video game news has gone by. There’s certainly plenty more
on the horizon as PAX Prime is taking place this weekend! We’ve already gotten
a bunch of cool news from the event. A new character for SFV, a Borderlands
feature film, and a release window for one of my most anticipated games: Hyper Light Drifter!
As always,
I’ve also found great written pieces from around the web. This week, I have
articles about how the F.B.I. implemented the ‘winners don’t use drugs’ slogan,
how working on gore-filled games can affect your psyche, transhumanism in Deus Ex, and a history of the baffling
and awful Virtual Boy.
And of
course you can check out the brand new episode of The Impact Factor podcast
that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods,
check out our SoundCloud. We’re on YouTube too!
Spotlight
Alex Wawro, Gamasutra
Worth Reading
Sean
Hutchinson, Inverse
Ben
Kuchera, Polygon
Benj
Edwards, Fast Company
Ed Smith,
KillScreen
Vincent
Bariuan, KillScreen
With Comments
Chris
Kohler, Wired
Super Mario
Maker is a game I’m still skeptical
about, but man does it ever deliver on some great pieces. Constructing 2D platforming
levels that work well & are fun and interesting is a huge challenge players
[journalists] are facing. Turns out game design is hard, who knew. I’ll be
following Super Mario Maker in the
months to come to see the levels that come out of hard work and good design
sense. Should be a good time.
Tim Ww,
Gamasutra
‘Edutainment’ games were my first
foray into the world of gaming. I played a whole lot of Carmen SanDiego, Freddi Fish, Oregon
Trail and Math Rabbit. For the most part, though, they’ve totally
fallen by the wayside. And, often when developers try to make an educational
game they fail to create an experience that’s actually fun. Anne Tham looks to
bring back some of that old school goodness with her studio’s new RPG that
teaches chemistry. Cool.
Patrick
Klepek, Kotaku
I don’t like VR stories at all, but
this one really got to me. It’s a profound and humbling experience to see
someone react so viscerally to the Apollo 11 VR experience. It shows the
powerful potential of VR games on the horizon, devoid of ingrained ‘gamer’
skepticism. I’m still a huge VR skeptic but above all else, I’m glad people
have already found joy from this new technology.
Blake
Hester, Polygon
Box art is so important. Good box
art can boost sales, and bad box art and leave a new release dead in the water.
Hester compiles insights from a bunch of box art artists about how they
approach conceptualizing and implementing a good cover art. Fascinating stuff.
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