News & Views
3/26/16-4/1/16
It’s no
April Fools’ joke: The Impact Factor is here as always to keep you up to date
on everything that’s happening in games.
News &
Views collects the week’s best writing about video games. Check the links below
for stories about manipulation in game design, addressing the walking problem
in virtual reality, and a musical analysis of one of 2015’s best soundtracks.
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
Gino Grieco, Giantbomb
Worth Reading
Jason
Rubin, PC Gamer
Lewis
Gordon, Kill Screen
Robert
Yang, radiator Design Blog
Dan Nagler,
GDC, Gamasutra
Colin
Campbell, Polygon
With Comments
Jason Yu,
Music, Melee, Miscellaneous
Jason Yu provides an in-depth music
theory analysis on one of 2015’s best game soundtracks: UNDERTALE. Yu specifically takes a look at the game’s leitmotif, which can be found
as early as the introductory sequence. This is a fascinating piece that really
dissects how music affects mood and vise versa. Well worth your time.
Nick
Dinicola, Pop Matters
UNDERTALE continues to inspire great gaming writing.
One of the game’s selling points was that the narrative unfurled over the span
of multiple playthroughs and through multiple ways of playing the game. A
pacifist approach, many players’ second playthrough, sheds light on many of the
mysteries left hanging after completing a ‘neutral’ run. Nick Dinicola uncovers
a dark side to this seemingly peaceful approach to playing and writes about it
here.
Jody
Macgregor, PC Gamer
PC gamers continue to fascinate me.
Jody Macgregor spotlights one player who has made it his quest to take the
biggest, most beautiful PC games and reduce them to their lowest possible level
of graphic fidelity. If nothing else, this article is worth checking out to see
just how low polygon count The Wither 3 can get.
Heather
Alexandra, ZAM
My favorite game of the year (so
far) continues to fuel amazing discussions about video games. If you check
out my review, you’ll find that many of Heather Alexandra’s thoughts echo
my own. Firewatch is a game made by adults, featuring adults,
for adults. The subtle, human story of two people trying to escape the tumult
of real life is phenomenal. I urge other developers to follow Campo Santo’s
lead and to be unafraid to make narrative games that are nuanced, difficult or
even unresolved. The industry, the art, will be better for it.
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