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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