Friday, July 22, 2016

News & Views
7/16/16-7/22/16

And that does it for another crazy July week. My heart isn’t at full strength today given all of the ugliness that’s come out of the RNC, but I digress—nothing stops the quality Impact Factor content from flowing!

News & Views collects the week’s best video game writing into one place. Check out the links below for stories about DOOM’s powerful gamedev tools, ageism in the video game industry, and life after your game has failed on one of the world’s biggest platforms.

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
Jeremy Parish, US Gamer

Worth Reading
Bec McKenzie, Deorbital

Bo Moore, Gamasutra

David Mullich, Gamasutra

Gabby DaRienzo, Medium

Nathan Grayson, Kotaku

With Comments
Matt Sayer, Unwinnable
I watched DOOM’s credits roll this morning. Matt Sayer puts it well – the credits are definitely a cut above the rest. As I assume most people do, I try my very best to make it through to the end of a game’s credits. Indies are easy. AAA’s are another story entirely. Adding apt visual appeal and interactivity is a great way to have more people see the names of the folks who’ve poured themselves into making the game a reality. Good on ya, DOOM.

Reed Underwood, Kill Screen
Reed Underwood’s piece on Kill Screen really spoke to me. Even as few as six years ago, I was an unabashed skeptic of watching video games. Twitch, while intriguing, baffled me. Why would anyone sit down and watch someone play for 5 hours straight?! But then, suddenly, it clicked. Watching games offers so much: viewiing players of exception skills, time capsule competitive events, and personality-based entertainment. To the last point, it’s like when you were a kid hanging out in your friends basement, only the controller never gets passed to you. It’s community, it’s friendship, and its conversation. What’s not to like?

Alexander Kriss, Kill Screen
Valkyria Chronicles is a game I’ve been meaning to get to for nearly a decade. This turn-based strategy RPG explores themes of war and the people who wage it. The game has been long praised for its battle systems and world, but only recently have I been made aware the quality of the narrative. Valkyria Chronicles, as Alexander Kriss writes, is not about right vs. wrong or good vs. evil, but person vs. person and ideology vs. ideology. My favorite part of this article: “If dehumanization is a means to wage war simplification is a means to rationalize it.” Very well said. Give this one a read.

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