Showing posts with label Kotaku. Show all posts
Showing posts with label Kotaku. Show all posts

Friday, September 16, 2016

News & Views
9/10/16-9/16/16

In honor of the BioShock Remastered collection releasing this week, would you kindly check out this News & Views?

News & Views collects the week’s best writing about video games and puts it all into convenient place. Check out the links below for stories about the quest to make new games run on very old computers, the crazy story how Microsoft sent out an Xbox One before it was even announced, and what UNDERTALE means one year later.

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
Ed Smith, VICE

Worth Reading
Phil Kollar, Polygon

Jason Schreier, Kotaku

Patrick Klepek, VICE

Jason Schreier, Kotaku

Bhernardo Viana, Kill Screen

Toby Fox, Undertale.tumblr

Peter Lido, Kill Screen

Richard Moss, RockPaperShotgun

Friday, August 12, 2016

News & Views
8/6/16-8/12/16

We’re living in plentiful times, folks. Everyone expects summer gaming to be slow and boring, but I’ve had an experience quite the opposite. Summer 2016 has been a fantastic time for indies & other smaller games. I recently finished I Am Setsuna, a nice throwback to the JRPGs of yesteryear. Early this week I finished and platinumed Double Fine’s Headlander. And now I’m deep into Hyper Light Drifter (which is freakin’ fantastic so far.) Once that’s done, I still have ABZU, Bound, and Batman: A Telltale Series to get to. It’s a good time to be playing video games.

News & Views collects the week’s best writing about video games. Check out the links below for stories about how food can evoke a particular brand of fantasy, why putting a score on your video game review is useless, and the galaxy-wide quest to find No Man’s Sky’s giant sand serpent.

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
Rami Ismail, Ramiismail.com

Worth Reading
Jon Shafer, Gamasutra

Matt Sayer, Unwinnable

Todd Harper, VICE

Ellie Gibson, Eurogamer

Holly Green, Paste

Josh Bycer, Gamasutra

With Comments
Patrick Klepek, VICE
Klepek’s investigative reporting gives us insight into something we almost never see: the reasoning behind why a game gets its content rating. This article takes a look at the German video game review board and their decision to not rate the controversial Criminal Girls 2. If nothing else, this is worth reading for insights into the previously only speculated.

Patricia Hernandez, Kotaku
I love stories like this. No Man’s Sky had a lot of trailers, but even I remember the giant sand snake that slithered its way into the hearts & minds of fans around the world. The procedural generation in the game means that it is unlikely for a giant snake to spawn that perfectly resembles the one in the trailer, but that hasn’t stopped the hunt. Fans across the world are scouring No Man’s Sky’s billions of worlds in search for the elusive creature. I hope they find it!

Friday, August 5, 2016

News & Views
7/30/16-8/5/16

Summer Games are afoot. Rio’s opening ceremony airs tonight and Lucioball is talking folks by storm in Overwatch. While you wait, why not sit down to read a few pieces of great gaming writing?

News & Views collects the week’s best writing about video games and puts it into one convenient place. Check out the links below for stories about the relationship between goats and DOOM, the insane fan culture that’s arisen around No Man’s Sky, and the less than stellar race politics of the new Deus Ex game.

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
Patrick Stafford, Polygon

Worth Reading
Austin Walker, VICE

Patrick Klepek, Kotaku

Maddi Chilton, Kill Screen

Reid McCarter, Kill Screen

Mantin Lu, Gamasutra

With Comments
Matt Sayer, Unwinnable
As a long time Souls fan I’ve long wondered if there was a way to make the games more accessible without compromising their unrivaled design. The answer to my own question was typically a resounding no. Matt Sayer also investigates this question. He provides some possible avenues to consider: like directing the player to focus their attack on a specific part of the boss via glowing limbs, or warnings for players about to fall to their deaths. I like what he’s trying here, but disagree that these would work. More thought is needed.

Emeric Thoa, Gamasutra
I quite enjoyed Furi. I really appreciated how dedicated that game was to its core principles, for better and worse. Emeric Thoa, one of the game’s designers, writes about their philosophy for the game. Of the most interesting aspects is The Game Bakers’ goal to make a ‘triple I’ game. It centers around the idea that you cannot compete with AAAs in terms of scope, so you must focus on one feature and make it exceptional. This will help your game stand out among indies. Thoa also writes about how, in doing so, you cannot worry about alienating a large audience—you can’t please everyone. 

Friday, July 29, 2016

News & Views
7/23/16-7/29/16

News & Views collects the week’s best video game writing into one convenient place. Check out the links below for stories about how Pokémon GO does a terrible job teaching players how to play, why annoyance is a key part of great game design, and how VR is more about control than immersion.

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
Tom Francis, Eurogamer

Worth Reading
Josh Bycer, Gamasutra

Nico Deyo, Paste

Rich Stanton, The Guardian

Bhernardo Viana, Mammon Machine

Chris Kohler, Wired

Sebastian Long, Gamasutra

Michael Martin, Yahoo eSports

Rowan Kaier, Polygon

Cameron Kunzelman, VICE

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.

Friday, July 8, 2016

News & Views
7/2/16-7/8/16

Happy Friday everyone! As I wrap up my vacation, I’m bringing you all one last brief News & Views. It’s going to be a real kick in the pants to go back to lab, but I’m excited to have more time to spend on The Impact Factor stuff, too!

News & Views collects the week’s best video game writing and puts it all into one convenient place. Check out the links below for stories about how gaming can make impatience worth billions, how the underplayed Battleborn is all about kickass women, and what the reality TV show Survivor can teach us about emergent game design.

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
Matt Perez, Kill Screen

Worth Reading
Yussef Cole, Medium

Bryant Francis, Gamasutra

Ryan Hamann, Fanpup

Brian Crecente, Polygon

Richard Cobbett, Eurogamer

Holly Green, Paste

With Comments
Cecilia D’Anastasio, Kotaku
Zarya is awesome.

Casey Johnston, The New Yorker
Even I, as a seasoned and skeptical lifelong gamer, have been seriously tempted to spend money on Clash Royale. Whereas spending money on Hearthstone feels like a value (akin to buying cards in real life) spending money on Clash Royale would feel way to much like funding impatience. I hold steadfast. For now.

Kaitlin Tremblay, VICE
What a bummer. Battleborn was a huge flop. Gearbox is one of the best big game devs in the business that focus on having strong women, LGBTQ characters and minorities featured prominently in the games. I’m glad to see Battleborn continues that trend. If only it were a better game, too. Still, well worth commending.

Friday, July 1, 2016

News & Views
6/25/16-7/1/16

Hey everyone, I’m vacationing this week so I’ll keep this brief. News & Views collects the week’s best video game writing and puts it into one convenient place. Check out the links below for stories about the man behind the infamous Sonic the Hedgehog Twitter, how the fighting game community might handle top-down management, and why visibility is not enough for underrepresented grounds in video games.

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
Rafeal Montero, Mammon Machine

Worth Reading
Heather Alexandra, Giantbomb

Bob Mackey, US Gamer

Andrew Webster, The Verge

Marcus Garrett, Top Shelf Gaming

Luis Baez, Shoryuken

Tyler Wilde, PC Gamer

Kwame Opman, The Verge

Friday, June 24, 2016

News & Views
6/18/16-6/24/16

I'm so excited for this week to be finally ending! It was my first full week back at lab after E3 and it felt like it. On top of all that, next week I'll be heading out to vacation so working on my experiments felt even longer! I know what you're thinking -- don't worry! The Impact Factor never skips a beat. We'll have TIF Plays on Monday, a new article on Tuesday, and a brand new episode of the podcast on Friday. Please be excited.

News & Views compiles the week's best video game writing into one convenient place. Check out the links below for stories about how millennial gamers may be shaping Las Vegas, Konami's living death at E3 2016, and how DOTA2 eSports might be nearing its Moneyball moment.

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
Keza MacDonald, Kotaku UK
Worth Reading
Guest Post, Unwinnable

Ian Bogost, Gamasutra

Allegra Frank, Polygon

Patrick Klepek, Kotaku

Kyle Orland, ars technica

Jordan Minor, Geek

With Comments
Richard Leadbetter, Eurogamer
E3 2016 brought about the first official announcement of this next (new?) console generation. Microsoft bragged about Project Scorpio and how it will deliver 4K visuals for both movies and games alike. Rumored specs for the PlayStation Neo suggest it too will be going into 4K. Richard Leadbetter of Eurogamer argues that maybe pushing for 4K isn’t the best use of the power in these machines. I know I don’t really care so much about 4K, especially if it is at the expense of running games at 60FPS. I guess we’ll see in the year to come.

Will Partin, Kill Screen
I love this. I loved what Oakland did to make the A’s relevant all those years back, and it’s fascinating to see the same ideas take shape in DOTA eSports. The notion that you could assemble a statistically strong squad, just going by in-game performance and role filling, and have that team be exceptional? So cool. I’ll be keeping my eye on the DOTA scene, looking for that Moneyball moment.

Brian Crecente, Polygon
Crecente’s piece must have taken courage to write. In it, he suggests guns' depictions in video games may not be as innocuous as we’ve been led to believe. The argument is a complex one with no real answer. Many studies have been done showing no link between playing video games and real life gun violence, but nothing de rigeur has been performed. I strongly believe there is no correlation, but the guns in games could have any number of other effects. For example, I can tell the difference between a FAMAS and a UMP-45 and a M4A1 just by looking, and that’s insane. Why should I know anything about these deadly weapons? As games continue to get bigger, maybe we’ll get a better view into the bigger picture. Until then, just game responsibly and be actively engaged in what your children are playing. It couldn’t hurt.

Friday, June 10, 2016

News & Views
6/4/16-6/10/16

We are only days away from E3, one of the biggest video game shows in the world! I’ve got my tweeting fingers ready for two solid days of new game announcements, trailers, gameplay reveals and more. In the meantime, why don’t you take a second a read some great gaming writing?

News & Views collects the best gaming writing from around the web and puts in into one convenient place. Check out the links below for stories about the underground fight clubs of Dark Souls III, the benefits of unsurprising characterization in games, and how minority characters should not be relegated to DLC.

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
Zoran Cunningham, Gamasutra

Worth Reading
Veve Jaffa, Model View Culture

Jason Schreier, Kotaku

Brendan Caldwell, RockPaperShotgun

Steven Messner, PC Gamer

Ben Kuchera, Polygon

With Comments
Jason Imms, Giantbomb
I was lucky enough to attend GDC 2015. Alongside excellent talks and a developer-rich show floor was the alt.ctrl.GDC display. I didn’t know what I was getting into when I approached. But I am so glad I did. Games like Butt Sniffin’ Pugs redefined the way I interacted with a video game, and I loved seeing the creative energy of game devs manifest through non-traditional controls. Alt.ctrl.GDC is wonderful and I’m glad Jason Imms spotlighted it here.

Wesley Yin-Poole, Eurogamer
Even as not the biggest fan of Half Life, something remains off about the franchise seeing no new releases in over a decade. I get that Valve has found plenty of other ways to make money, and I understand the pressure to deliver an unparalled game doesn’t match the fiscal risk vs. reward. But still. It is crazy over a decade later we’re still missing the conclusion of a trilogy.

Anthony Burch, Destructoid
It should come as a surprise to no one that I am not a fan of Reaper’s character design. He is so Hot Topic it hurts. Burch, however, praises the unsurprising characterization of heroes like Reaper or Genji in that they act to further draw out just how creative and just how exceptional Overwatch’s other heroes are. Food for thought.

Janine Hawkins, Giantbomb
Janine Hawkins takes us down a journey of reminiscence. Instead of reliving memories by looking through old photos, Hawkins reconnects with her deceased mother by booting up her old game saves. A wonderful piece that is well worth reading.

Friday, June 3, 2016

News & Views
5/28/16-6/3/16

This week went by in an instant. I had a great time relaxing with my fiancée, got some nice experiments done in lab, and of course I played the hell out of Overwatch. It has been years since I got this sucked into a multiplayer shooter.

News & Views collects the week’s best video game writing. Check out the links below for stories about how Rocket League strategies have made it clear that the game is more than just soccer with cars, how Final Fantasy IX handles the inevitability of death, and why crafting that perfect ending to your game might not be worth it.

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, Giant Bomb

Worth Reading
Bhernardo Viana, Kill Screen

Jake Parmley, Gamasutra

Nico Deyo, Paste

John Macone, Eventhubs

Greg Kasavin, PC Gamer

With Comments
Angus Morrison, PC Gamer
Blizzard came out early and aggressively against Overwatch cheaters. In fact, they promised to permanently ban a player after their first offense. Little did we know how serious Blizzard was. I’ve copied an anecdote from the article that summarizes it perfectly: You cheat, you lose. Period.

"Got banned one day after the official release," one enemy of fair play recounts. "Thought I got detected for using RPM tools, because the game was crashing for it at that time.
"Bought the game again... didn't hack on it at all, just wanted to enjoy the game a bit. Two days later—banned again.
"Bought the game... again. But before doing that, I deleted Overwatch and launcher completely. Enjoyed it again without cheating only for a day."
            On his fourth attempt, he purged his PC, changing hard drive IDs, MAC address, BiosDate and buying a VPN to throw Blizzard's anticheat off. It didn't work.

Evan Narcisse, Kotaku
When the term “ludonarrative dissonance” was common parlance in the greater games discussion, Uncharted was always the first title named. People weren’t wrong for naming it, either. How can Nathan Drake be a loveable rogue when he literally kills hundreds of people each and every game? Part of what I touched upon in my review, but it written much better by Evan Narcisse over at Kotaku, is how Uncharted 4 leans into this dissonance – co-opting it to serve as the narrative foundation. Beware spoilers, but thoroughly worth reading.

Matt Sayer, Unwinnable
It astounds me how few game owners finish the games they buy. Since the advent of trophies / achievements, it has been possible to ascertain completion percentage on a game-to-game basis. As Matt Sayer writes, laughably few players manage to finish games. Even when a game is just a few hours long the completion percentage remains sub 50%. It’s insane. Maybe it’s not so important to have that perfect ending to your narrative game. Chances are no more than 30% of players will even get to it.

Friday, May 27, 2016

News & Views
5/21/16-5/27/16

Memorial Day weekend is upon us! I hope everyone has made some plans to enjoy their extra day off. I know I have. Got some movies slotted to watch with the finacée, shopping to do, and of course, more Overwatch to play. It should be a good weekend.

News & Views is your weekly dose of great gaming writing. I find great editorials, stories, essays and more and put them all into one convenient place. Check out the links below for stories about the biggest online troll in Dark Souls, how DOOM represented gaming’s punk movement, and how environmental storytelling in roguelikes can be gripping.

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
Ana Valens, Kill Screen

Worth Reading
Sharang Biswas, Kill Screen

Alexandria Marie, Medium

Keith Stuart, The Guardian

Ben Kuchera, Polygon

Bruno Dias, Zam

With Comments
Delilah Sinclair, Paste
Playing Overwatch has surprised me. I thought I had moved past playing competitive online first-person shooters, but here we are. But for as much as I like the game, it has been hard putting my finger on exactly why Overwatch is so great. Perhaps the answer can be found in Delilah Sinclair’s write-up on Paste in which she details how the game creates a friendly competitive space for all.

Patrick Klepek, Kotaku
Klepek continues spotlighting some of gaming’s most fascinating stories. This first I found this week was about a notorious troll in the Dark Souls online community. Unlike so many trolls that try to kill the fun for others, Iron Pineapple is all about creating ludicrous situations that you can’t help but smile about. Iron Pineapple’s story is a unique one, and worth reading for Souls fans and non-fans alike.

Patrick Klepek, Kotaku
More Klepek! This was is a doozy. Aparently, Doom fans can assembled a theory that links the narrative of every single game. A Doom cinematic universe, if you will. Who knows if the theory has any merit, but it was a great story to read. I love these kind of deep dives into video game lore, world building, and environmental storytelling.

Friday, May 13, 2016

News & Views
5/7/16-5/13/16

Hello and happy Friday! I know that I’m looking forward to the weekend, what about you? My last few have been relatively busy, so I can’t wait to just relax with the fiancée, watch some K Dramas, and play the heck out of Uncharted 4. It has been fantastic so far.

News & Views collects the week’s best writing about video games. Check out the links below to stories about the best hand animations in first-person games, the artists and art that inspired Dark Souls, an argument for better systems in place to stop racist Twitch chat, and an opus on Lionhead studio from origin to closure.

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
Wesley Yin-Poole, Eurogamer

Worth Reading
Zack Kotzer, Kill Screen

Alex Wawro, Gamasutra

Gareth Damian Martin, Kill Screen

Chris Plante, The Verge

Patricia Hernandez, Kotaku

With Comments
Christopher Livingston, PC Gamer
What a fascinating spotlight article. Hand animations are an essential part of so many games today. In my experience I don’t tend to notice when they are bad, but holy cow do you notice when they are done well. One of 2016’s best games, Firewatch, features great hand animations. The article is worth reading for the gifs alone.

Carling Filewich, GosuGamers
I’ve had it with Twitch chat for large gaming tournaments. An unacceptable level of “trolling” i.e. racist, sexist, disgusting vitriol is allowed to happen. I was so excited to see TerrenceM play at Dreamhack this past weekend – and he was playing great. To see what was happening in the chat every time he was spotlighted made me sick to my stomach, though. Enough is enough. If Twitch users can’t responsibly chat, there shouldn’t be chat at all.

Alex Gilyadov, Paste
Alex Gilyadov presents some compelling arguments as to why you shouldn’t immediately write off the much-maligned Final Fantasy XII. I enjoyed playing XII contemporary to its release, but the game never really clicked with me. Do I think it is the most underrated game in the series? Actually? Maybe. There are several overrated Final Fantasy titles (VIII comes to mind), but not too many that are underrated. So congrats, Final Fantasy XII. At least you have that going for you. (P.S. The Zodiark fight is still bullcrap)

Philippa Warr, RockPaperShotgun
Philippa Warr’s piece on RPS is the Dark Souls of articles. Haha, joking. I, too, am guilty of describing things as the “Dark Souls of ____.” Warr’s comedic take on this now common gaming jargon is great and well worth reading. Not that I agree with all her points, of course. But I supposed I couldn’t fully agree, since The Impact Factor is the Dark Souls of gaming blogs. Ok, sorry. That’s the last one I promise.