Friday, November 20, 2015

News & Views
11/14/15-11/20/15

Finally! The experiment week to end all experiment weeks is coming to an end. I suppose that’s a slight exaggeration, but when you do 3-4x as many samples than you’ve ever done in one week, you would be tired too! Thankfully I’ve had the amazing Justine and Fallout 4 to keep me sane.

News & Views is back, as always, with a meaty selection of great writing about video games. Check out the links below for stories about Until Dawn as an interactive movie, how AAA games have stopped innovating, the dissonance of violence & narrative in Tomb Raider, and an argument that you cannot be evil in Fallout 4.

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
Karen Russell, The New Yorker


Worth Reading
Adi Robertson, The Verge

Thomas KL, In the Games of Madness

Josephine Maria, FemHype

Patrick Klepek, Kotaku

Simon Parkin, Gamasutra

With Comments
Stephen Totillo, Kotaku
This is one of the most important pieces that has been written all year. The industry has struggled for a long time to establish its identity. Most coverage of video games is modeled off entertainment writing: with reviews, previews, & other heavily PR/marketing guided content. A handful of individuals, several of whom work at Kotaku, have been attempting to bring ‘real’ journalism to games. It’s an argument I can see both sides of. I applaud Kotaku for bringing the issue to everyone’s attention.

ZiggyD Gaming, YouTube
ZiggyD presents an interesting question: can you truly be evil in Fallout 4? Gone is the morality system of games’ past, and almost no one reacts (or remembers) your unscrupulous actions. It’s certainly something I’ve noticed as well. As a counterpoint to his argument, though, I’d propose that your companions help to define the player’s morality. For instance, ‘evil’ actions are reflected in companions’ disapproval. Kill someone innocent or steal or use drugs, and you’ll be audibly scolded by your traveling buddy. They will also like you less. Regardless, I’m glad there’s already great Fallout 4 discussions happening around the web.

Patrick Klepek, Kotaku
Oh man oh man. I almost forgot about this game. Thanks for helping me remember, Klepek. I sank an embarrassingly large number of hours into Teras Kasi. Luke was my main (his unblockable, homing, highly damaging super Klepek writes about may or may not have been the reason why). I can still hear the announcer saying ARDEN LYN. Good times. Bad game, but good times.

Ben Croshaw, The Escapist
Croshaw is known for his inflammatory statements. He even has a show devoted to (mostly) ‘telling it like it is’ about new AAA releases. That said, I found myself largely agreeing with what he writes here. AAA releases often feel comfortable more than actually interesting. I find my novel ideas, gameplay, and other innovations in the indie space. It’s been nice.

Illusory Wall, tumblr
The interconnectedness of Dark Souls’s world is one of the best elements of one of the best games ever made. This article is extensive and fantastic. I’ll let reddit user dratyan speak for me here:
 What really makes Dark Souls a masterpiece IMO, by perfectly uniting all its elements, is the world of Lordran. Its cohesive design made me question every videogame world I'd experienced up to that point. From the wastes below the backbone of the land up to the very top of the tallest tower of the tallest castle, the world's vertical and intrinsic design never fails to maintain its authenticity and unimpaired flow. After transversing the map not too many times, I could - and still can, months after actively playing the game - definitely draw a convincing transcription of it, with all its shortcuts and intersections. It's amazing.”

I couldn’t agree more.

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