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ReadySet Zam archive

http://readyset.zam.com/article/1379/square-enix-clearly-wants-to-make-a-pokemon-game

http://readyset.zam.com/article/1374/making-political-videogames-may-not-work-but-we-have-to-try

http://readyset.zam.com/article/1371/tired-game-tropes-that-zelda-breath-of-the-wild-made-me-love-again

http://readyset.zam.com/article/1341/five-games-that-improved-by-including-other-retro-games

http://readyset.zam.com/article/1331/the-5-funniest-tool-assisted-speedruns

http://readyset.zam.com/article/1330/how-the-imperial-agent-told-the-best-story-in-the-old-republic

http://readyset.zam.com/article/1328/three-quick-ways-to-change-your-relationship-with-games-in-2017

http://readyset.zam.com/article/1322/running-away-from-resident-evil

http://readyset.zam.com/article/1857/5-characters-we-still-really-want-to-see-in-super-smash-bros

http://readyset.zam.com/article/1812/the-few-times-that-nintendo-surprised-us-at-e3-this-year

http://readyset.zam.com/article/1740/what-we-hope-to-see-from-nintendo-at-e3

http://readyset.zam.com/article/1715/eight-companions-wed-love-to-see-in-kirby-star-allies

http://readyset.zam.com/article/1669/a-nintendo-vs-capcom-fighting-game-we-have-our-dream-roster-all-ready

http://readyset.zam.com/article/1604/9-pokemon-we-think-definitely-belong-in-pokken-tournament-dx

http://readyset.zam.com/article/1580/7-franchises-we-hope-nintendo-brings-to-switch-in-2018

http://readyset.zam.com/article/1456/what-were-looking-forward-to-most-from-nintendo-at-this-years-e3

http://readyset.zam.com/article/1430/third-party-amiibo-we-still-want-to-see

http://readyset.zam.com/article/1387/10-gamecube-games-wed-like-to-see-hit-switchs-virtual-console

http://readyset.zam.com/article/1318/final-fantasy-xv-and-the-empty-paradise-problem

http://readyset.zam.com/article/1316/seven-games-we-hope-will-eventually-make-it-to-the-switch

http://readyset.zam.com/article/1302/seven-videogames-inspired-by-twin-peaks

http://readyset.zam.com/article/1303/3-reasons-why-the-nintendo-switch-caters-to-fans-of-niche-games

http://readyset.zam.com/article/1291/celebrities-who-should-totally-appear-in-final-fantasy-games

http://readyset.zam.com/article/1274/why-what-we-know—and-what-we-might-know—about-the-nintendo-switch-could-be-cause-for-concern

http://readyset.zam.com/article/1243/raising-good-gamers-a-how-to

http://readyset.zam.com/article/1278/dishonored-2-and-the-odd-appeal-of-the-nonlethal-playthrough

http://readyset.zam.com/article/1258/the-most-disquieting-parts-of-pokemon-sun-and-moon

http://readyset.zam.com/article/1233/please-buy-titanfall-2

http://readyset.zam.com/article/1206/brendon-chungs-materials

http://readyset.zam.com/article/1007/which-presidential-candidates-would-the-overwatch-characters-vote-for

http://readyset.zam.com/article/1198/down-under-represented-australia-in-videogames

http://readyset.zam.com/article/1196/skeletons-i-have-known-and-loved

http://readyset.zam.com/article/1181/how-fps-architecture-makes-us-think

http://readyset.zam.com/article/1179/why-we-play-games-in-fictional-cities—like-mafia-iiis-new-bordeaux

http://readyset.zam.com/article/1177/in-defense-of-time-limits

http://readyset.zam.com/article/1173/gears-of-war-is-smarter-than-you-think-it-is

http://readyset.zam.com/article/1113/robots-i-wish-games-would-let-me-date

http://readyset.zam.com/article/1132/westworld-is-the-ultimate-videogame

http://readyset.zam.com/article/1112/wonder-woman-is-so-totally-queer-and-that-is-awesome

http://readyset.zam.com/article/1097/its-time-to-remember-a-hidden-gem-of-a-mafia-game-godfather-ii

http://readyset.zam.com/article/1077/dating-sims-are-normal-now

http://readyset.zam.com/article/1083/this-cute-quirky-indie-game-gets-very-real-about-gender

http://readyset.zam.com/article/1084/why-is-everybody-criticizing-bioshock-infinite-these-days

http://readyset.zam.com/article/1069/in-defense-of-op

http://readyset.zam.com/article/1063/the-joy-of-vr-desk-games

http://readyset.zam.com/article/1042/the-social-justice-witcher

http://readyset.zam.com/article/1028/battlefield-1-and-modern-memory

http://readyset.zam.com/article/990/a-sober-look-at-videogames-and-mental-health

http://readyset.zam.com/article/985/real-world-issues-in-games-like-deus-ex-are-there-for-marketing-reasons-not-for-art

http://readyset.zam.com/article/921/is-casual-overwatch-better-in-silence

Kill Screen archive

…videogame or social network

  • surreal asteroid exploration game irrational exuberance rewrites rules vr
  • assassins creed unity making crowd main character
  • fast life and times monster evolve
  • lifeless planet
  • hotline miami 2 wrong numbers map editor embraces mario paint aesthetic
  • murdered soul suspect digital page turner
  • nintendo comes out swinging
  • how league legends server farms power esport
  • dadaism comes videogames dark stealthy tangiers
  • what does it mean videogame be always
  • how steams openness helps little guy
  • broken punk metaphor
  • always sometimes monsters combines atlas shrugged hotline miami

  • November 4th

    …thing shouldn’t really exist; postgame is going online and telling your friends, fans, and whomever else wants to listen about the game you’ve just finished. Or otherwise, telling your real life friends, if you’re one of those people with non-digital friends; filthy socialites. When you finish a game, it should be finished, but many developers are insisting upon putting a little something extra for which you must return to the game to experience, often taking place in a continuity shattering place in the timeline before the battle with the final boss that you’ve already killed.

    Andrew Vanden Bossche…

    Kotaku UK archive

    …the dark seas

  • Swearing at the screen: a brief history of rudeness in text adventures
  • Remembering Forgotten Forest, gaming’s first true horror franchise
  • Nigh unplayable: a brief history of unwieldy controls
  • It’s alive: how the last decade of horror cinema is influencing indie games now
  • All articles from the”in depth”tag 2014-2018

    Enormous thanks to Sarah Cole (@iRNY on Twitter) for retrieving this list (sorry for the dodgy abbreviated titles). Sarah also sent us a local download of all articles included under this tag, which we are now working out how to make available.

    Elizabeth LaPensée, Ph.D | Critical Distance: Keywords in Play, Episode 1

    …play as yourself, you just are simply touching the screen, or providing input. And you are going along a pathway that’s very much like a river and you get to gravitate towards different beads that you would like to collect. And as you gravitate towards different colours, those colours bring themselves into different form as florals. And for every level, you are creating your own floral patterns that continue on a vine. And so it is a very beautiful game to work on, it’s very meditative. It brings me back to looking at traditional plants and medicinal purposes for those…

    The Stanley Parable

    Critical Distance is proud to present this Critical Compilation on one of the most influential independent games of the last decade, The Stanley Parable, brought together by Dan Solberg. Dan Solberg is an interdisciplinary artist, freelance writer, and digital media professor, producing works about videogames, music, and art. In 2018, he coordinated and designed the DED LED compilation project, preserving a set of videogame criticism from 50 contributing writers. You can follow him on Twitter @Dan_Solberg.

    The Stanley Parable is a game about game design –a so-labelled “walking simulator” that distills videogame storytelling into its vital component parts,

    Assassin’s Creed III

    Critical Distance is proud to present this Critical Compilation of Ubisoft’s Assassin Creed III, curated by Gilles Roy. A history scholar with game design training at Montreal’s INIS, Gilles is also co-editor at Play the Past. You can follow him on Twitter @gillesroy.

    In releasing the remastered edition of Assassin’s Creed III (AC3) in March 2019, interactive entertainment giant Ubisoft also delisted the original installment of the game from digital distribution platforms and services such as Steam and Uplay.

    Perhaps it made commercial sense for Ubisoft to do this; such a move also prevented new players from

    Grand Theft Auto IV

    …without punishment or reward. Tom Chick concurred, stating that the decision to kill or spare Darko said more about the player than the game, and the somber drive afterward “forced you to think instead of watch or listen.”

    Nayan Ramachandran, however, felt that dressing up certain choices as explicit moral decisions only served to trivialize the countless murders Niko committed in missions or just driving around. In this respect, Justin Keverne envisioned GTA IV as a test case for the categorical imperative: when murder and theft are trivial and allowed, life and property become meaningless.

    Taking the low

    July 2020

    PostMesmeric waxes lyrical about the importance of Hotline Miami’s soundtrack to the effectiveness of the game’s focus-driven play and unsettling aesthetic. (Manual captions) [Note: spoilers for Hotline Miami]

    • Found Footage In Horror Gaming – The Checkpoints Show (12:47)

      The Checkpoints Show traces the use of “found footage” effects in videogames from its longer prior history of similar techniques in films and novels. (Autocaptions) [Note: flashing lights]

    • Grand Theft Auto V: Does “Dissonance” Even Matter? – Writing on Games

      Hamish weighs up the contrasting player experiences of ‘dissonance’ in Grand Theft Autos IV and

    October 2021

    …in response to it) impacted the lives of development staff. (Autocaptions)

  • I Do Not Understand Hotline Miami 2 – Jacob Geller (37:42)

    Jacob Geller is flummoxed by the task of trying to make sense of Hotline Miami 2. (Manual captions) [Embedded advertising] [Note: brief discussion of Hotline Miami 2’s depiction of sexual assault]

  • Mirror’s Edge Catalyst: 5 Years Later – Whitelight (1:09:17)

    Whitelight considers the problems for fiction building and player immersion inherent in Mirror’s Edge: Catalyst’s prioritisation of beauty over practicality. (Autocaptions) [Embedded advertising]

  • FEAR 3: AFTERMATH – A Developer Interview Documentary – Dead