Showing posts with label essay. Show all posts
Showing posts with label essay. Show all posts

Friday, December 11, 2015

News & Views
12/5/15-12/11/15

Phew, a lot has happened since last News & Views! I got to attend both days of PlayStation Experience and try VR, got back a very high and likely-to-be-funded NIH grant score, and started playing some new killer games. I hope you all have had a good week too.

But let’s get right into it. The reason you’re all here: News & Views! Every Friday I compile the week’s best video game writing and most interesting stories about the wider world of gaming. This week is no different. I found great writing about what it was like to be a Nintendo ‘gameplay counselor’ back in the 90s, how video games can act as self-expression for Saudi women, why a little more corporate sponsorship might not be bad for the fighting game community, and much more! Grab a cup of something warm and read a great article or two!

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
Douglas Heaven, New Scientist

Worth Reading
Annie Zaleski, A.V. Club

Sam Coster, Polygon

Deborah Amos, NPR

Julie Beck, The Atlantic

Carly Smith, Gamasutra

With Comments
Mark Hill, The Atlantic
Hill wrote an interesting piece about the detrimental power of nostalgia in entertainment culture. As any faithful TIF podcast listener will attest, I’m fully aware of how destructive nostalgia can be for both critical thought and innovation (listen here). Overly dramatic title aside, more people need to be more aware of the bad-side of nostalgia, so I’m glad Hill wrote about it here.

Michael Thomsen, Forbes
What a fascinating, bizarre, and just plain awesome way to ‘review’ a game. Thomsen gives his review of Bloodborne, one of my favorite games of the year, after watching it be played for longer than it takes most people to beat the game. I find it so hard to derive something intellectually nourishing from Twitch streams, so it’s cool to see Thomsen process his experience into something stimulating. Watch or play, Bloodborne remains fantastic.

Suriel Vasquez, Paste
I got to attend Capcom Cup! It was so cool being in the crowd, only a couple dozen feet from people like Daigo, Gamerbee, Infiltration, Momochi, Justin Wong, etc. I didn’t think about it at the time, but the event had production value I had not seen before at an FGC event. It was really nice to see live brackets, stat breakdowns, etc. The FGC has long been against corporate money. I certainly agree that major sponsorship money can be a corrupting influence on eSports (just look at almost any other eSport). But here, it worked. Finding the right balance is going to be important for all eSports in the future, Street Fighter included.

Katherine Cross, Gamasutra
Fallout games are so cool in their ability to be totally different experiences for different people. I, for example, never tried to romance anyone. I think I flirted once and got rejected. But Cross went deep into the romance system present in Bethesda’s massive new RPG, exploring how it handles polyamory in new ways. A fascinating read that gave a new perspective on a game that keeps on giving.

Jason Schrier, Kotaku
Oh Devil’s Third. I remember your god-awful E3 2014 demo on the IGN Live stage. I thought it had been cancelled until it quietly popped back up this summer. The game represents a fascinating phenomenon: Nintendo actively trying to bury one of its new releases. When has Nintendo ever quietly launched a game, without review copies without marketing without any fanfare whatsoever? Devil’s Third must be really bad.

Friday, October 9, 2015

News & Views
10/3/15-10/9/15

As October continues the horror hits keep coming! That’s right, if you listened to the latest episode of The Impact Factor podcast you would know I had something new to announce: TIF’s Snuggle and Scream! In this special seasonal podcast, I will sit down with my girlfriend Justine to talk about horror movies! We’ll go through our history with the genre, our favorites, and thoughts about a horror flick we just watched. So please be excited for that. You can find it in our normal RSS feed.

News & Views this week brings you great writing about Nintendo’s clairvoyance, the origins of the almost-physicist composer of Grim Fandango, struggling with designing difficulty in games, and a studio founder’s sad farewell to games.

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
Rich Stanton, Eurogamer

Worth Reading
Dante Douglas, Medium

Dave Tach, Polygon

Mattie Brice and John Sharp, Mattiebrice.com

Patrick Klepek, Kotaku

Dan Vader, Mike Nguyen & Vic Nguyen, Gamasutra

With Comments
David Stark, Gamasutra
Stark provides an interesting take on spatial awareness in dungeon crawlers. Stark provides examples of some more recent indie dungeon crawlers like Darkest Dungeon, Crypt of the Necrodancer, and The Binding of Isaac and compares them to the classic dungeon crawler Diablo. He argues that a huge design space exists for developers in which player positioning in the context of dungeon exploration is built into the game’s mechanics. Good read.

Sidney Fussell, Offworld
Fussell puts into words something I’ve been thinking about for quite some time. Diversity in games in an imperative, but one that should be done with genuine engagement and accountability. Black characters have a long history of terrible representation in video games. In fighting games especially, characters like Boxer just reinforce this dehumanizing portrayal. We need more characters like Lee Everett from Telltale’s The Walking Dead. And fast.

Aaron San Filippo, Gamasutra
San Filippo writes a great piece for Gamasutra in which he details the work that needs to be done by indie developers to combat obscurity. Being an unknown entity is something I can relate to: despite hours of work I do each week to create content for The Impact Factor I can’t claim ownership of any real audience. That aside, the author writes about the feedback loop of marketing, and how getting known is a marathon and not a sprint. San Filippo also provides great advice on securing platform support, offering discounts, and the value of knowing the advantages of free versus cheap.

Josh Bycer, Gamasutra
There were really some great pieces on Gamasutra this week. Apologies for the triple threat here. Bycer details how games can struggle with creating the perfectly titrated difficulty level. He writes that systems need to exist that allow the player to weigh risk and reward, but the balance of the two must be exact. Super Meat Boy and Dark Souls are given as examples of games that get difficulty right (they are extremely tough but also totally fair), and Darkest Dungeon as a game that misses the mark. Great insights.