Friday, September 25, 2015

News & Views
9/19/15-9/25/15

A gnarly stomach bug may have taken me out of commission for most of this week, but nothing stops The Impact Factor! Welcome back to another News & Views. This week, I found great writing about how Metal Gear Solid V allows you to bleed for your enemies, what Mad Max says about physical disabilities, and fear of missing out. Thanks for sticking with me everyone, I hope to be back up to full speed next week: which means more great stuff here and on Twitch.

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
Ario Barzan, Gamasutra

Worth Reading
Jordan Wood, MetaThesis Blog

Ben Kuchera, Polygon

Tauriq Moosa, Polygon

Stu Horvath, Unwinnable

Nathan Grayson, Kotaku

With Comments
Joshua Cauller, Gamechurch
Cauller gives his fascinating take on combat in Metal Gear Solid V. In so many games the player is forced to take countless lives. You’re essentially a mass murderer. But in MGSV, Big Boss is able to incapacitate, rather than kill, essentially every foe. Cauller writes how this allows him to express his faith, bleed for his enemies, and respect life. It’s a very cool perspective you don’t see often in games writing.

Bianca Batii, NYMG
Until Dawn is a game I’m still dying to play. I have it slotted for October as a part of my horror fest game and movie media consumption mega-plan. Batii’s perspective is a welcome one. She writes that, although Until Dawn does play with some of horror’s more unseemly tropes, the game doesn’t give enough player agency to subvert others. For example, the cliché and misogynistic “cat fight” is totally unskippable. Something to consider during my playthrough.

Gerald, Core-A Gaming, YouTube
Click bait title aside, Core-A-Gaming produces a pretty great video expounding the virtues of competitive fighting games. I’ve said a lot of what the video discusses here on the blog before, but it’s always worth reiterating.

Nick Robinson, Polygon
Derek Yu is a fascinating game designer. Spelunky is one of my favorite games of all time. It’s cool to see what Yu puts together in Super Mario Maker, especially with his procedural level generation mindset. I really want to play his SMM level. Dangit, Wii U.

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