Tuesday, June 28, 2016

Hazard The House: Resident Evil 7 Beginning Hour Is A True “Playable Teaser”
Article

Abstract: The Resident Evil franchise has had a rough past decade. Capcom looks to reinvigorate the long running series with Resident Evil 7: Biohazard. Announced and released at E3 2016, Resident Evil 7: Beginning Hour is a standalone demo for the upcoming game. Beginning Hour is clearly inspired by 2014’s wildly influential Playable Teaser (P.T.). P.T. remains one of the best horror experiences I’ve ever played. Beginning Hour learns from the lessons of P.T. to deliver something familiar and something new, and in the processes establishes its own identity. Beginning Hour is a true playable teaser, in that what’s shown will translate to a large release, unlike what was present in P.T. Beginning Hour and P.T. give separate looks into how to bring players into a new horror world that makes me excited for the future of the genre.

E3 2016 has come and gone, but not without its big surprises still leaving us reeling. One of the most shocking, perhaps, was that a Capcom-produced PlayStation VR tech demo Kitchen was actually a well-disguised teaser for Resident Evil 7: Biohazard. Kitchen received high praise from fans and games writers alike in its ability to create a terrifying atmosphere and deliver high quality scares. The reveal on Sony’s PlayStation stage was terrific, and one that got many longtime fans of the franchise excited again.

For those of you who don’t follow Resident Evil closely, the series has had a substantial downturn over the past ten years. Resident Evil 4 was the last truly great installment, and it released just over a decade ago. Since then, the franchise has moved away from survival horror into a more action-packed zombie blasting territory. The tone deaf Resident Evil 5 featured the living bicep Chris Redfield blowing away thousands of zombies from one action setpiece to the next. Resident Evil 6 was a disappointing mix of old & new that ended up failing on all fronts. Spin-offs and smaller Resident Evil titles since Resident Evil 4 have been plagued by hammy writing, bad controls, and cliché scares.

Punching boulders is not what I want from a Resident Evil game.
Resident Evil 7: Biohazard promises to be a return to the franchise’s survival horror roots. Capcom wants to deliver an experience that terrifies in the same way the original did to a whole generation of gamers. I was one such gamer. I didn’t even play the game myself, but watching the first Resident Evil over the shoulder of my friend left me with gore-filled nightmares for weeks. How was Capcom going to course correct a decade’s worth of mistakes? If Kitchen and the Beginning Hour demo are any indication their answer is clear – draw from one of the most influential horror titles of recent memory, P.T.

Hideo Kojima and Guillermo Del Toro’s Playable Teaser, or P.T., though only a few years old has inspired a new generation of horror titles. Originally intended, as the name would imply, to tease fans for the release of a new Silent Hill game (titled Silent Hills), P.T. transcends its franchise bonds and exists as a standalone experience. Soon after its release P.T. would truly become a standalone game, as Konami restructured and cancelled the Silent Hills project. The legacy of this roughly thirty-minute demo is extraordinary. We’ve seen elements of P.T.’s world building and ambient scares manifest in titles like Allison Road (now also cancelled) and Perception. And now, P.T. looks to be a key influence on one of the longest-running and well-known horror franchises of all time, Resident Evil. But why did P.T. make such an impact?

P.T. still haunts the horror game discussion in a big way.
P.T., for better or worse, delivered a horror experience gamers had never seen before. The entire demo is set in one small hallway. P.T. respects the way people have learned to play games and subverts them to unnerve and establish its world. Repetition, for instance, is a foundation of gaming. You do the same thing over and over to get good at it – your input always resulting in the same output. Not here. Performing the same act can give the player wildly different results. Walking through the same hallway multiple times changes it, adding layers of complexity and scares from the mundane. While so many other games have emphasized size and scale, P.T. focused on a dense microcosm. P.T.’s hallway it replete with hints at the player character, hints and the world, and hints at what to do. Nothing is told to the player, everything must be discovered. Scares are well earned, as P.T. builds tension through a subtle build up of sounds and sights. P.T. also acknowledges that one of the most compelling elements to horror is its mystery—the less the player knows the more terrifying its secrets. P.T. is packed to the brim with hidden mysteries that I suspect players are still trying to uncover. Now roughly a year later I find myself coming back to that hallway, to P.T., still impressed with what it delivered.

On the other hand though, it was apparent that P.T. would struggle to translate into a “full” horror game experience. Game systems are at an absolute minimum, giving the player little tools to interact with its fantastic world. The "throw you into the deep end" approach works brilliantly for a 30 minute game, but blindly stumbling through a 10-12 hour horror game would be abysmal. The play on repetition works for a chamber piece like P.T., but a bigger game requires forward momentum to keep players engaged. In this way, P.T. is actually quite awful at being a “playable teaser.” It works so much better as a standalone game. This is where it differs from Resident Evil 7: Beginning Hour.

P.T., and its famous hallway, is a much better as a standalone game
than a teaser for a larger project.
Launched on the same night as PlayStation’s E3 2016 press conference, Resident Evil 7: Beginning Hour is a roughly 30 minute demo for Capcom’s upcoming release. The demo takes place immediately following the events that transpired in Kitchen. The player awakes alone in a derelict house, blood on the floor and filled with memories of what has just transpired. You must navigate your way through the creepy rundown house to not only find your way out, but also piece together why you’re here in the first place. Playing Beginning Hour instantaneously brought me back to my time with P.T. You’re alone, walking through a hallway or two, in the creepiest house ever. The hallways are packed with secrets and hints at the larger narrative. A mysterious phone call, moving mannequins, split-second ghost woman appearances, Beginning Hour succeeds in creating a terrifying world to explore. Looking at the paintings hanging on the wall, listening to the creaks and cracks and growls of the house taps into the deeply ingrained fear of being unsafe in a traditionally safe space. The slow movement, the limited light source, the sense of impending dread all elicited that same spine-tingling unease I got while playing P.T.

Very different hallway, very similar scares. In a good way.
What I soon realized, however, was that playing Beginning Hour was a fundamentally different experience than playing P.T.. And that’s because Beginning Hour is a true playable teaser. The differences became evident quite quickly. For starters, Beginning Hour is a goal-oriented demo. You’re given the prompt “Exit the House” right as you start the demo. A quick scan of the first room you find yourself in informs the player of some of the game mechanics we’ll likely see in the full release of Resident Evil 7: Biohazard. You can find a VHS that’s missing a tape, with a clear “Press X to enter cassette” “You don’t have a tape” prompts. You find an electrical breaker box that’s missing a fuse with a “You must find a fuse.” As you explore you can find some bolt cutters conveniently placed just after you come across a chained up cabinet. Picking up the bolt cutters gives the player their first look at an inventory screen, which is classic Resident Evil through and through. These elements and more combine to tell the player a story that transcends narrative and atmosphere, but begins to inform on what they will be doing in an expanded version of this game. Beginning Hour lays a clear foundation for a 10-12 hour horror game in a way P.T. never did. But both are exceptional.

Beginning Hour gives players a great idea of what we'll be doing
in Resident Evil 7: Biohazard. Like looking for lock picks.
Being a true playable teaser isn’t objectively good or bad, however. I can appreciate the glimpse into gameplay and the work being done to establish Resident Evil 7: Biohazard’s world. I can also appreciate its clear lineage with P.T. in creating a standalone horror experience (it’s been confirmed the main character and events of Beginning Hour will not be a part of the final game). I love that Beginning Hour is a smart realization of where fans want horror games to be now and I love that Beginning Hour does a great job at being a great demo. On the other hand, I love that P.T. isn’t tasked with being a preview of what’s to come—in fact, I’d argue P.T. is better for it. It can be more experimental, more mysterious. It can do things 10-12 hour long games never could. Beginning Hour took me back to when I played P.T., but also established its own identity in the process. Experiences like P.T. and now Beginning Hour get me excited for where horror games are going. I’m glad I hazarded the house – there was a lot there to enjoy. 

Monday, June 27, 2016

TIF Plays: Week of 6/20-6/24
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!







Friday, June 24, 2016

News & Views
6/18/16-6/24/16

I'm so excited for this week to be finally ending! It was my first full week back at lab after E3 and it felt like it. On top of all that, next week I'll be heading out to vacation so working on my experiments felt even longer! I know what you're thinking -- don't worry! The Impact Factor never skips a beat. We'll have TIF Plays on Monday, a new article on Tuesday, and a brand new episode of the podcast on Friday. Please be excited.

News & Views compiles the week's best video game writing into one convenient place. Check out the links below for stories about how millennial gamers may be shaping Las Vegas, Konami's living death at E3 2016, and how DOTA2 eSports might be nearing its Moneyball moment.

And of course please 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
Keza MacDonald, Kotaku UK
Worth Reading
Guest Post, Unwinnable

Ian Bogost, Gamasutra

Allegra Frank, Polygon

Patrick Klepek, Kotaku

Kyle Orland, ars technica

Jordan Minor, Geek

With Comments
Richard Leadbetter, Eurogamer
E3 2016 brought about the first official announcement of this next (new?) console generation. Microsoft bragged about Project Scorpio and how it will deliver 4K visuals for both movies and games alike. Rumored specs for the PlayStation Neo suggest it too will be going into 4K. Richard Leadbetter of Eurogamer argues that maybe pushing for 4K isn’t the best use of the power in these machines. I know I don’t really care so much about 4K, especially if it is at the expense of running games at 60FPS. I guess we’ll see in the year to come.

Will Partin, Kill Screen
I love this. I loved what Oakland did to make the A’s relevant all those years back, and it’s fascinating to see the same ideas take shape in DOTA eSports. The notion that you could assemble a statistically strong squad, just going by in-game performance and role filling, and have that team be exceptional? So cool. I’ll be keeping my eye on the DOTA scene, looking for that Moneyball moment.

Brian Crecente, Polygon
Crecente’s piece must have taken courage to write. In it, he suggests guns' depictions in video games may not be as innocuous as we’ve been led to believe. The argument is a complex one with no real answer. Many studies have been done showing no link between playing video games and real life gun violence, but nothing de rigeur has been performed. I strongly believe there is no correlation, but the guns in games could have any number of other effects. For example, I can tell the difference between a FAMAS and a UMP-45 and a M4A1 just by looking, and that’s insane. Why should I know anything about these deadly weapons? As games continue to get bigger, maybe we’ll get a better view into the bigger picture. Until then, just game responsibly and be actively engaged in what your children are playing. It couldn’t hurt.
The Impact Factor Ep. 60: No Mansky
Podcast
Welcome to the 60th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Overwatch, No Man’s Sky, Supercell, Vivendi, Ubisoft, Burnout, EA, Mighty No. 9, Kickstarter, Riptide GP2, Resident Evil 7: Beginning Hour and much more!

E3 2016 Predictions Contest Scoreboard


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, June 21, 2016

E3 2016: Reflection, Games With The Biggest Impact, and Game of the Show
Perspectives

In the weeks leading up to E3 2016 all you could see online was doom and gloom, espousing the forthcoming death of the video game industry’s biggest trade show. E3 2016 was a year of dramatic changes well before the event even got underway. EA pulled out, opting to do their own separate event for press and fans alike called EA Play. Activision and Disney Interactive decided not to show any of their games on the convention floor. World of Tanks, infamous for their lavish play area, also decided not to come to the show.

But E3 2016 was here to prove that E3 still provides something unique and, while certainly in the process of evolving, isn’t going anyway. This year brought a bevy of gargantuan game announcements like God of War and Prey and Dead Rising 4.  E3 2016 was the place where Xbox announced that they seek to “end console generations...to move beyond them” with Xbox One Project Scorpio. Sony made the internet erupt in happiness with the reveal of Crash Bandicoot’s long awaited return. And Nintendo proved it can still get people excited as The Legend of Zelda: Breath of the Wild was the most talked about game on social media around the world.

The way the industry shares its new games has been turned upside down over the past year or two. More fans than ever are turning to “influencers” for their gaming news – like popular YouTubers or Twitch streamers. The number of gaming conventions has risen astronomically, as Penny Arcade Expos (PAX) continue to draw thousands of fans into their halls. Publishers, even hardware manufacturers, have begun to realize that they no longer need to communicate with their audience through old media like gaming websites (IGN, Gamespot) or print media (USA Today). Video game makers can communicate directly, or through influencers, and have their message received loud and clear.

Further, E3 2016’s attendance went down for the first time in several years. As giants like EA and Sony continue to have success with open to the pubic events like EA Play and PlayStation Experience, the spectacle of E3 may continue to die down. Perhaps the show floor will continue to shrink. Perhaps we see less new game announcements at the marquee press briefings. But what won’t change is the spirit of E3. The excitement so many of us feel in the days and weeks leading up to the show. No other show elicits the kind of Christmas-morning-excitement like E3 does. No other show gets people talking and sharing in the love of great games like E3 does. We know that E3 will be around for at least another three years and that makes me so happy.

In the end E3 2016, and all E3’s really, is about the games shown. From surprise reveals to breathtaking gameplay demos for titles that have only been teased. In honor of the spirit of E3, I have chosen 10 games that made the biggest impact and one Game of the Show. These are all titles that made me excited for the months and years to come. Without further ado, here are The Impact Factor’s E3 2016 games with the biggest impact and Game of the Show!

Absolver
(by Sloclap)


Revealed just a few days before E3 2016, Absolver is a game that took me completely by surprise. The game involves a smart combination of so many disparate game elements that work in harmony. The team over at Sloclap have adapted the methodical, thinking-man’s combat mechanics from Souls games and applied it to martial arts. Absolver is an action RPG in which planning your attacks, against AI or human alike, involves a deliberate dance of parries, feints, custom combos and more. On top of all that, Absolver features a card-based customization system that gets me even more excited. This a game to keep your eye on.

Bound
(by Plastic Demo)


I was fortunate enough to have the opportunity to play Bound at PlayStation Experience last year. This small game from Polish developer Plastic Demo continues to impress. The fluidity of the ballerina’s movements set in stark contrast (and surprising harmony) with the game’s colorful polygonal world is fantastic. It is abundantly clear from the moment you first lay eyes on Bound that the developers have a unique vision for the game. Thankfully I won’t have to wait much longer to try the game for myself as it launches on PS4 August 2nd.

Detroit: Become Human
(by Quantic Dream)


Quantic Dream and David Cage continue to create innovative gaming experiences you cannot find anywhere else. I absolutely adored Heavy Rain and unlike most others, I quite enjoyed my time with Beyond: Two Souls too. Detroit: Become Human appears to be a return to form for Cage and team, however, as its E3 trailer was one of the best at the show. Detroit: Become Human looks to feature those same nerve-wracking split second decisions that can indelibly alter the story you experience while playing. Set in a real city and dealing with fascinating philosophical questions like “what makes someone human,” Detroit: Become Human is a game I cannot wait to get my hands on.

Dishonored 2
(by Arkane Studios)


Dishonored 2 is not a game I expected to impress me. I’ve never played the first game and I cannot say that I’m the biggest fan of stealth. But here we are, and here Dishonored 2 is as one of my top ten games from the show. Arkane Studios looks to be taking everything that people liked from the first game and improving upon it in every way. The strategic use of powers, the fluidity of movement, the interruptible narrative scenes, and the list goes on. Dishonored 2’s showing was so good, it got me anxious to boot up my PS3 to play the original Dishonored. That’s pretty impressive. 

Eagle Flight
(by Ubisoft)


Virtual reality has me excited. I’m chomping at the bit to purchase my PlayStation VR headset. VR is nothing without fantastic games at & around launch, and Eagle Flight has risen to the top of what I’m excited to try out in my new tech. Ubisoft has expanded upon the game’s first reveal meaningfully, building a world that looks both fun to explore in tranquility and a blast to zip through in competitive capture the flag-like matches. While not the most groundbreaking VR game, every time I saw Eagle Flight demoed I got a big smile on my face. It just looks like so much fun.

God of War
(by Sony Santa Monica Studio)


Wow. Just wow. It’s hard to (concisely) put into words what was shown on Sony’s E3 stage. God of War is a franchise I’ve always enjoyed, but never really felt any closeness to. Kratos is a jerk, and the gameplay wasn’t much more than gorey, fast, arcade fun. The reboot that Sony showed off, however, looks tonally (nearly totally) different. The relationship between Kratos and his son, the Norse setting, the more deliberate combat, the open-zones with exploration, and the serious The Last of Us vibes all told me this new God of War is something we’ve never seen before from Santa Monica Studios. I cannot wait to learn more. I cannot believe I’m this excited for a God of War game.

Horizon Zero Dawn
(by Guerrilla Games)


Horizon Zero Dawn was my E3 2015 Game of the Show. E3 2016 further solidified my choice. Guerrilla continues to impress with its new gameplay snapshot while simultaneously bumming me out that I will have to wait until 2017 to finally play this great looking open world action RPG. The world is beautiful. The relationship Aloy has with the robotic dinosaur-like creatures is fascinating. It’s clear for the first time that we’ll be taken on an epic journey to uncover the mysteries of this far future Earth. Horizon Zero Dawn looks to be the next big thing, you can quote me on that. The only reason Horizon Zero Dawn did not win The Impact Factor’s Game of the Show for 2016 is because it won last year, thus making it ineligible. Horizon Zero Dawn is a game tailor made for me and I’m thrilled to finally know a bit more.

Pyre
(by Supergiant Games)


Supergiant Games is making its weirdest and most ambitious game yet with Pyre. First revealed at a recent PAX, Pyre is a beautiful synthesis of RPG systems with fluid and strategic combat, a cast of colorful characters, and Supergiant’s signature aesthetic. Bastion and Transistor are both spectacular, and I am sure Pyre will be no different. I’m excited to see how Supergiant once again creates a spectacular world as I journey through purgatory with my group of exiles.

The Legend of Zelda: Breath of the Wild
(by Nintendo)


Saying that Nintendo has had a rough past few years would be an understatement. The Wii U has severely underperformed, Nintendo has lost all third-party support, and even their console exclusives haven’t seemed to drum up a lot of hype. The Legend of Zelda: Breath of the Wild could be the turning point in their fate, however. What a gorgeous, impressive experience Nintendo showed off. For the first time in a long time, Breath of the Wild reimagines what a Zelda game can be. The game is open world, with resource gathering, crafting, side-quests, jumping, climbing, subtle narrative, and a story you can finish without even completing all quests. On top of that, Breath of the Wild repurposes aesthetic elements from other games I love, like Wind Waker and Shadow of the Colossus, delivering a Zelda game I would have never expected. I’ll wait for the NX version, but oh man does Breath of the Wild get me excited.

We Happy Few
(by Compulsion Games)


Who would have thought a relatively unknown game would be the video game highlight of Xbox’s E3 2016 media briefing? I sure didn’t. But We Happy Few stole the show. The game was given time to breathe on stage, running the audience through the game’s systems and its dystopian / Orwellian world. The environmental storytelling and intriguing premise are just two of the many reasons I got excited to play We Happy Few. If I take my happy pills, will that mean I get to play sooner?

E3 2016 Game of the Show
Persona 5
(by Atlas, P Studio)


Persona 5 looks incredible. My excitement has been slowly building ever since finishing Persona 4 Golden, but E3 2016 made it rise to a fever pitch. Everything about Persona 5 demonstrates just how much love and skill has been poured into the game. From UI to the world to characters to animations to the series-famous & delightfully weird personas themselves, Persona 5 gives everyone a reason to be excited. For the first time, your protagonist is not a good guy, but a thief and miscreant. Your goal is not to save the world, but rather save yourself and stop the evil desires of people by stealing from their hearts. Tokyo is realized more gorgeously than I’ve ever seen before in a game. Despite not being hands on at the show, I found myself scouring the web to watch off-screen gameplay footage. And it still looked incredible! Persona 5 has been one of my most anticipated games for months, and Atlas with P Studio have given me no reason to doubt myself about it. Persona 5 will take Japan by storm in September, but I’ll begrudgingly wait until February 14th 2017 when it releases in North America to deep dive into the game. Congrats Persona 5, you’re The Impact Factor’s E3 2016 Game of the Show!



And that’s it! What are the E3 2016 games you all thought had the biggest impact? Or will have the biggest impact in the months and years to come? Did I miss a game you thought was special? Please let me know! Feel free to leave a comment below or tweet @alexsamocha

Monday, June 20, 2016

TIF Plays: Week of 6/13-6/17
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!





Friday, June 17, 2016

News & Views
6/11/16-6/17/16

E3 2016 has come and gone! It’s been an insane week full of great video game news. E3 is changing, but it still gets my blood pumping and fuels my excitement for the upcoming year in video games. If you haven’t already, please check out my in-the-moment reactions video to each and every press conference.

News & Views collects the week’s best video game writing and puts it into one convenient place. An unfortunate downside of E3 is the reduction in new op-ed/essay-styled video game writing, but there’s still plenty of great stuff the made its way to webpages this week. Check out the links below for stories about the evolution of E3, developing a game while dealing with a debilitating heart condition, and how game devs are dealing with an all out fan revolt.

And of course please 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
Brian Crecente, Polygon

Worth Reading
Pixel by Pixel, VICE

Gareth Damian Martin, Kill Screen

Matt Sayer, Unwinnable

Chris Kerr, Gamasutra

Kris Graft, Gamasutra

Stephen Totilo, Kotaku
The Impact Factor Ep. 59: E3 2016 aka Revelations aka Norman Fetus
Podcast
Welcome to the 59th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about the biggest E3 2016 news: Xbox One Project Scorpio, We Happy Few, For Honor, Eagle Flight, Tekken 7, Prey, God of War, Days Gone, Detroit: Become Human, VR, Horizon Zero Dawn, Persona 5, Crash Bandicoot and much more!

E3 2016 Predictions Contest Scoreboard


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, June 14, 2016

E3 2016: Press Conference Reactions!
Video Article

E3 2016 is finally upon us! As many of you know, each and every year I devote myself to following the biggest game announcements, demos and more. As always, I watched the press conferences with a keen eye. Check out my video below for off the cuff reactions to all of E3 2016's press briefings: EA, Bethesda, Xbox, PC Gaming, Ubisoft and Sony.

In the video I discuss what was shown, how strong the lineup of games was, and the central message for each. Who did the best this year? What were some of the most exciting moments? You can find all of that out and more by watching below. Stay tuned to TIF for plenty more E3 2016 content!

Sunday, June 12, 2016

TIF Plays: Week of 6/6-6/10
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!




Friday, June 10, 2016

News & Views
6/4/16-6/10/16

We are only days away from E3, one of the biggest video game shows in the world! I’ve got my tweeting fingers ready for two solid days of new game announcements, trailers, gameplay reveals and more. In the meantime, why don’t you take a second a read some great gaming writing?

News & Views collects the best gaming writing from around the web and puts in into one convenient place. Check out the links below for stories about the underground fight clubs of Dark Souls III, the benefits of unsurprising characterization in games, and how minority characters should not be relegated to DLC.

And of course please 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
Zoran Cunningham, Gamasutra

Worth Reading
Veve Jaffa, Model View Culture

Jason Schreier, Kotaku

Brendan Caldwell, RockPaperShotgun

Steven Messner, PC Gamer

Ben Kuchera, Polygon

With Comments
Jason Imms, Giantbomb
I was lucky enough to attend GDC 2015. Alongside excellent talks and a developer-rich show floor was the alt.ctrl.GDC display. I didn’t know what I was getting into when I approached. But I am so glad I did. Games like Butt Sniffin’ Pugs redefined the way I interacted with a video game, and I loved seeing the creative energy of game devs manifest through non-traditional controls. Alt.ctrl.GDC is wonderful and I’m glad Jason Imms spotlighted it here.

Wesley Yin-Poole, Eurogamer
Even as not the biggest fan of Half Life, something remains off about the franchise seeing no new releases in over a decade. I get that Valve has found plenty of other ways to make money, and I understand the pressure to deliver an unparalled game doesn’t match the fiscal risk vs. reward. But still. It is crazy over a decade later we’re still missing the conclusion of a trilogy.

Anthony Burch, Destructoid
It should come as a surprise to no one that I am not a fan of Reaper’s character design. He is so Hot Topic it hurts. Burch, however, praises the unsurprising characterization of heroes like Reaper or Genji in that they act to further draw out just how creative and just how exceptional Overwatch’s other heroes are. Food for thought.

Janine Hawkins, Giantbomb
Janine Hawkins takes us down a journey of reminiscence. Instead of reliving memories by looking through old photos, Hawkins reconnects with her deceased mother by booting up her old game saves. A wonderful piece that is well worth reading.