Friday, August 14, 2015

News & Views
8/8/15-8/14/15

Oh man am I excited today! So much goodness is happening. First and foremost, today is my girlfriend’s birthday. Happy birthday Justine, I love you so much! Got some sweet dinner plans in store for tonight. Also, PlayStation just announced that they’re doing PlayStation Experience again this year! The first of it’s kind, PSX is a conference tailor made for fans. And, in even bigger news, PSX is in San Francisco this year! So, yeah, I’m definitely going. Already bought my 2-Day pass! Expect to see plenty of coverage and thoughts and pictures here on The Impact Factor from the event when December rolls around.

As usual, I’ve also found a ton of great pieces from around the web this week. Check out below for great writing about gameplay loots vs story loot, how a Bioware RPG touches on immigration and identity, how women unlearn their love of video games, and Pokemon’s utopian economy.

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
Katherine Cross, Gamasutra

Worth Reading
Bea Malsky, The New Inquiry

Sylvia Monreal, FemHype

Cameron Kunzelman, The Cage is Worms

Patrick Lee, A.V. Club

Greg Toppo, USA Today

With Comments
Katherine Cross, Gamasutra
Partially inspired by a great piece by Austin Walker I linked in a previous News & Views, Cross examines what games can do to make their cities feel alive. My recent experience with The Witcher 3 reinforces her hypothesis that cities need non-violent ways to be interacted with. I enjoyed this piece so much, Charles Fliss and I discussed on the most recent episode of The Impact Factor Podcast.

Michael McWhertor, Polygon
What I wouldn’t give to have some way to directly access to Hidetaka Miyazaki’s mind. He’s brilliant. I love how he talks game design, and the ways in which as one of the game’s directors, he is using Dark Souls 3 as the turning point in the Souls franchise. I couldn’t be more excited.

Suriel Vazquez, Paste
Vazquez writes an extensive, excellent piece covering the recent struggles of Mike Watson and Super Arcade. Watson’s leadership and community building has created one of the U.S.’s only thriving, profitable real arcades. Due to archaic ideas about “arcade culture,” Watson lost his fight with the city of Azusa to expand Super Arcade. Ugh. I wish all of the Super Arcade community the best in moving forward.

Juliet Kahn, Offworld
This is something that’s so tough to read, but that I’m so happy it exists. Kahn’s excellent piece on Offworld asks one simple question; why can’t games be for girls exactly what they are for boys and men: easy to love. Kahn believes that “we need more games featuring women, made by women, willing to tell stories about pop stars, witches and queens, willing to work in palettes beyond army drab.” Totally agreed.

Patrick Klepek, Kotaku
Klepek always finds the best crazy gaming videos. Who would have thought beating Dark Souls on a Rockband guitar controller would be so passé? Now all the cool kids (read: one extremely patient, skilled, possibly masochistic guy) are beating Dark Souls using voice commands. What makes it all the more impressive is that his voice inputs had a substantial almost 1-second delay. Holy crap. Hats off to you, Dark Souls expert.

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