Friday, March 25, 2016

News & Views
3/19/16-3/25/16

Happy weekend and Happy (almost) Easter to all who choose to celebrate! I’m looking forward to a nice couple of days ahead. I also made some plans for next week that have me super excited. Just got to get through the rest of today and I’m in the clear!

News & Views is my attempt to curate the week’s best video game writing. I feature great articles, opinions, editorials, and whatever else catches my critical eye. Check out the links below for stories about action game design from one of the best in the business, the cognitive dissonance of The Division’s violence, and the triumph of tragedy in Life is Strange.

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
John Andersen, Kill Screen

Worth Reading
Christian Nutt, Gamasutra

Matt Sayer, Unwinnable

Patrick Klepek, Kotaku

Forest Handford, Gamasutra

Cassidee Moser, IGN

With Comments
Ferguson Mitchell, The Daily Dot
I may not play it anymore, but Magic remains one of the most compelling card games (and card game communities) out there. I was savvy to this story as it unfurled, so it was great to see it in a concise summary form here. The story of how one card can be worth $15,000 is a great one. I remember trying to open a Tarmogoyf back when it was first released (then ~$40, now $130). No luck. Dangit.

Ed Smith, Kill Screen
Life is Strange caught me by surprise. I knew I wanted to play it because I love playing interactive narrative games with my fiancée, but was so pleasantly surprised when the game was stellar. One aspect that stood out was just how deep the sadness was in Life is Strange. Ed Smith writes about how despair is represented well in the game, especially in how it undermines the black & white morality choice systems we’ve seen in similar titles. Beware spoilers, but well worth a read.

Derek Yu, Gamasutra
I got to (kind of) meet Derek Yu the other week!! It was so exciting. I did get to buy his book though! Not only is Yu an exceptional game designer (Spelunky is one of my favorites of all time), but it also turns out he’s not too shabby a writer as well. I highly recommend reading this excerpt from his book, as it touches on the core design foundation of Spelunky—one of the most influential titles of the past decade.

Eric Van Allen, Paste
I’ve seen this argument a lot, but I have not tired of reading about it (yet). It’s hard to feel heroic when you’re ruthlessly gunning down people in the streets. Not aliens, not demons, not abstract forms. Real, living, people. For many, the gameplay’s interaction with narrative has troubling implications. You kill looters but then proceed to loot yourself. There are no non-lethal options to stopping foes. Some have argued about the racial undertones of the game’s attempt at distinguishing looters from friendly NPCs (they are wearing hoodies). I still have little to no interest in playing The Division, but man is there a lot of interesting things to say about it. So, congrats Ubisoft?

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