Showing posts with label Mario. Show all posts
Showing posts with label Mario. Show all posts

Friday, October 2, 2015

The Impact Factor Ep. 22: Galaxy Of Puns
Podcast


Welcome to the 22nd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!
Please send your suggestions and feedback to impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Oculus, Gear VR, Nintendo, Super Mario Maker, Twitch, Black Ops 3, Thimbleweed Park, Batman Arkham City, SOMA & more!

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out: www.flissofthenorthstar.blogspot.com

For an archive of old episodes, visit our YouTube page: www.youtube.com/channel/UC_zpRq6h1O7d2MlMYWhNNjw 

Follow Alex @alexsamocha on Twitter.
Follow Fliss @thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Friday, September 18, 2015

News & Views
9/12/15-9/18/15

This week’s News & Views is a landmark! This is the 100th post up on The Impact Factor! Wow. I can’t really believe it myself. Since I began in January, I haven’t missed a week of posting articles, reviews, and News & Views for you all to enjoy. Now 100 posts in and over 5000 page views (!) later, The Impact Factor has been more than I could ever ask for. I wanted to thank everyone who has stuck with me for these nine months, either every week or off and on. I’ve loved every second so far. 100 posts is just the beginning! As always, more to come on the horizon. Please continue on this exciting adventure with me. Love you all.

But now to the meat of News & Views! I have put together great video game writing about design principles for online fighting games, a 14-year-old Hearthstone pro, the role of randomness in games, and how a game can change the way you think about sound. All the links are below!

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! This week was a landmark for the podcast, too. 20 episodes in and we’re only getting better. In honor of 20 straight weeks of the podcast, all episodes are up EVERYWHERE. That’s right, whenever and however you want to listen I’ve got you covered. You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Christian Nutt, Gamasutra

Worth Reading
Ed Smith, Kill Screen

Dan Felder, Gamasutra

Leigh Alexander, Offworld

Tim Clark, PC Gamer

IGN

With Comments
Laura Kurtzman, UCSF
I love when science and games intersect. Kurtzman gives a nice write up of researching being done at my school, UCSF, about using games as brain fitness. Speculative and low power studies have previously suggested a role of video games in improving mental acuity, but it finally seems like we’re seeing some substantial and well-controlled work being performed. While training with the lab’s tailor made 3D game, NeuroRacer, the researchers observed enhancements to cognitive control and multitasking in older brains. Very cool.

Bryant Francis, Gamasutra
I cling to anything Killian has to say. I’ve said it here once and I’ll say it again: the guy is a fighting game design genius. In an interview about his newest game, Rising Thunder (which I still really want to play but is unfortunately PC only :( ), Killian identifies the three key considerations for designing a fighting game with online play in mind. The 3 are: accessible controls, designing moves & movesets around online systems, and creating a good netcode.

Jeremy Parish, US Gamer
News broke this week about Sublevel Zero, a game heavily inspired by Descent. Descent was a staple in my childhood gaming wheelhouse: I spent hours and hours scouring the polygonal 3D world. The developer released some gif sets that brought me right back to the mid 90s when I was playing Descent on the family computer. Sublevel Zero, along with the franchise prequel Descent: Underground, are both games I’ll be following closely.

Patrick Klepek, Kotaku
The more games that feel like Dark Souls, the better. I’ve been watching Klepek’s morning Super Mario Maker streams and man oh man do some of those levels look tough. But (the good ones at least), look fair. I haven’t seen any writing that makes me want to pick up Super Mario Maker more than this. The gaming community can produce some really cool stuff.

Friday, September 11, 2015

News & Views
9/5/15-9/11/15

Welcome back everyone! We’re getting deeper and deeper into the packed Fall season. Metal Gear Solid V has been making news, big Hearthstone tournaments are happening every weekend, Until Dawn has the biggest numbers on YouTube, and plenty more. I’ve been having a great time using my September to play smaller titles that have been sitting in my backlog for far too long. Three titles beaten already!

As always, I’m back with another jam-packed entry into the long running News & Views series. This week I found writing about Hot Ryu and how sexiness is not sexual objectification, how Microsoft consulted with a Native American tribe for Killer Instinct, and the torment of being Mario. Check out the articles below and be sure to let me know what you think!

And of course you can 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
Daniel West, Gamasutra

Worth Reading
Paul King, KillScreen

Steven Messner, Unwinnable

Dean Takahashi, VentureBeat

Mike Stout, Gamasutra

The "Hot Ryu" Meme: Sexiness vs. Sexual Objectification                                                                
Maddy Myers, The Mary Sue

With Comments
Innuendo Studios, YouTube
Innuendo Studios produces some absolutely phenomenal content. If you haven’t, his series “Why Are You So Angry” is a must watch. Taking a step back from heavier subjects, Innuendo Studios articulately and brilliantly describes his deep dive into eSports and competitive Smash Bros. play. Well worth your time.

Lana Polansky, Sufficiently Human
Polansky touches on a truth in gaming that we, as an industry of writers and commentators, haven’t ever been able to precisely define. A couple years ago, the separation between gameplay and story was termed Ludonarrative Dissonance. A mouthful, I know. Here, Polansky argues that idea needs to be redefined. Thought about in new ways. Her idea is that of coherence versus dissonance. She argues, amongst many great points, that gameplay needs to support themes. I’m all for having better ways to describe video game phenomena.

Maddy Myers, The Mary Sue
Yeah, I had to put this in here. Sorry. Quiet is, well, Quiet. Kojima has a long history of not-so-great portrayals of women in his Metal Gear Solid franchise. On the character design side, Quiet is downright atrocious. Kojima himself said that Quiet was designed to cater to cosplayers because of her, uhm, outfit (or lack thereof). However, the game also offers a preposterous ‘reason’ for Quiet to be dressed like she is. So that raises the question found in this piece: Why not just be honest that Quiet’s design is purely for male fan-service?

Patrick Klepek, Kotaku
I want to wish PlayStation a happy 20th anniversary! I’ve been a huge fan of their consoles since the PS1 came out. My first PlayStation memory is going over to Mike’s house and sitting down to watch him play games like Twisted Metal, Jet Moto, and Metal Gear Solid. As soon as I saved up enough money (my parents REFUSED to buy me one, something something video games are bad for you something), I went to the game store and bought my own. 1998 was a good year.

Riley Macleod, Offworld
Macleod offers a fascinating take on the male body in games. Often we see male characters that represent the male power fantasy: tall, muscle-laden badasses. But male protagonists in stealth games offer something different. To quote Macleod here, “In games, men's bodies often represent brute strength. Stealth games are the focal point for an alternative masculinity: sleek, illusory, sensitive, and self-reflective.” Great read.

Javy Gwaltney, Paste
Laura Bailey is a prolific voice actress. She also happens to be one of my favorites. It’s great to hear what she has to say about voice acting, the characters she plays and more. By the way, my favorites are Fetch (Infamous Second Son), Fiona (Tales from the Borderlands), and Rise (Persona 4 Golden).

Friday, September 4, 2015

News & Views
8/29/15-9/4/15

Hey everyone! It’s been a fun week for The Impact Factor. First and foremost, I’m trying to stream more. Gaming has always been a pretty insular experience for me, so it’s still so strange to be broadcasting my thoughts and gameplay on Twitch. But I think I like it? All stream archives will be posted here on the blog! You can watch live (and I would LOVE if you did) at Twitch.tv/megalodonphd.

As always, News & Views compiles the best written pieces about video games from around the web each week. I know I write this a lot, but I found a ton of good stuff this week. From how R. Mika is a force for women in games, to how we are all Mario, and to how gamification is the new nihilism, you can find a bit of everything below. Let me know your thoughts!

And of course you can check out the brand new episode of The Impact Factor podcast that was podcasted 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
Andrew Goldfarb, IGN

Worth Reading
Zach Budgor and Jess Joho, KillScreen

Will Partin, KillScreen

Brian Taylor, Paste

Cheap Drunk Games, Vimeo

Nadia Oxford, US Gamer

With Comments
Pietro Polsinelli, Gamasutra
This is an issue that comes up all the time for me, not just for smartphone games (the main culprits) but also with larger console games. It felt hard to put into words exactly why playing 90 hours of Bloodborne felt worth my time but 10 minutes with Fallout Shelter felt like a waste. According to Polsinelli it comes down to three things: if a game tell you a story, progressively trains you, or links to your social life in some way the time feels worthwhile. Interesting. I don’t disagree, but wonder if there are other factors that determine the gradation of the worthwhileà time wasted spectrum.

Marty Sliva, IGN
Ah, Final Fantasy XV. A game that’s been off and on my mind for the past, what, 8 years? Crazy. Square Enix has been incredibly honest with their development process in the past year or so, and it’s so refreshing to finally feel like we’re getting even a little bit closer to the game’s release. Here’s looking at you, 2016.

Patrick Klepek, Kotaku
Not specifically games related, but I had to include it. I was stunned to learn of Wes Craven’s passing earlier this week. Patrick Klepek, a games writer I deeply respect and who shares my passion for horror films, posted a great reaction and reflection of Craven’s legacy. Rest in peace.

Josh Bycer, Gamasutra
Blizzard’s cross game marketing strategy is hugely significant. It was the leading factor in getting me to try out Heroes of the Storm. I did it all for a stupid card back in Hearthstone. Josh Bycer writes what I’m trying to say far more eloquently in his piece on Gamasutra. Blizzard has created a gaming dynasty, its own shared universe, that has the capacity to dig its tendrils into fans deeper and more anchored than anything before it. I know they’ve got me good.