Friday, April 22, 2016

News & Views
4/16/16-4/22/16

Another week, another News & Views. As always I keep an eye out for the best gaming writing, stories and opinions! This week was a doozy. Check out the links below for stories about an interactive Twilight Zone movie coming from Bioshock’s creator, why defending crunch isn’t leadership, and how the mundane can be exceptional in Indigo Prophecy.

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
Jason Schreier, Kotaku
Worth Reading
David Chandler, Kill Screen

Tim W., Gamasutra

Ian Williams, Giantbomb

Amilia St. John, Medium

Patrick Klepek, Kotaku

With Comments
Chris Kohler, Wired
Ken Levine is an amazing artistic talent and I have no doubts his next gaming project will be incredible. This Twilight Zone news took me by surprise. Levine is attempting some synthetic media experience that incorporates interactivity with film? I’m on board. Let’s just hope this project doesn’t get lost in the twilight zone along the way.

Gareth Damian Martin, Kill Screen
Shadow of the Colossus is a game that has shaped me more profoundly than any other title I have played. It’s beautiful, it’s rich, it’s fantastic. Martin writes about returning to the hollow but stunning open world of this 2005 PS2 classic and the memories that came flooding back when he did. I play SoTC once every two or three years, and each time it’s a warm trip of remembrance. That game is incredible.

Anthony Panecasio, Gamasutra
The Souls games have always elegantly incorporated tutorial sections into the experience. Dark Souls 3 in particular does a fantastic job at teaching the basic mechanics, exploration, finding the path of least resistance, fighting human-like bosses, fighting monstrous bosses, checkpoints, and so much more all wrapped into one wordless but effortlessly descriptive package. Panecasio does a great job at laying out why exactly the tutorial is so great in his piece on Gamasutra.

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