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This Year In Videogame Blogging: 2016

…– Cameron Kunzelman Cameron sees Far Cry: Primal asking him to help “make this village great again” and all the problematic simplicity that implies.

  • Let’s Play: Far Cry Primal Ep.1: An “archaeological” exploration | YouTube – Vlexo – Philip Riris Archaeologist Philip Riris turns his talents to Far Cry Primal and what can be learned from the game, anthropologically speaking.
  • Battlefield 1

    • Battlefield 1 and the problems of making a game out of World War I | Alphr – Thomas McMullan Soon after Battlefield 1’s annoucement, Thomas McMullan muses on the difficulty of turning the…
    Abstract image evoking bird silhouette

    February 12th

    …use of the body as one particular example.

    • Radiator Blog: “Press Forwards” and the pleasing death of agency Robert Yang discusses how spatial and visual techniques can bring a particular set of pleasures to relinquishing control.
    • Spatial Experientiality in Journey – First Person Scholar Taif Zuhair uses Journey as a way in to exploring some complex ideas about player perception of games as spaces.

    “embodiment is not only about seeing, but also about seeing within a context that extends beyond visual perception; humans possess perceptual abilities that allow them to sense movement behind and

    Geometric image from Nier: Automata

    April 2nd

    …noise triple-A produces; rather, it’s encouraging you to listen to a different song once in a while.

    Hard shadows

    Technical investigations into games are a common part of the writing scene, but it’s rare for them to be a form of criticism in themselves.

    • Gamasutra: Josh Bycer’s Blog – 4 Ways that the Souls Series Stays Accessible to All Josh Bycer succinctly identifies some of the design strategies that have made Souls games so influential.
    • Mass Effect: Andromeda and the quest for great facial animation • Eurogamer.net Alex Wiltshire’s report on the state of…

    April 30th

    …In this remarkable essay, Julie Muncy finds a queerness in the alternative temporality of robot life.

    “Automata‘s death drive takes on an odd metaphorical resonance. It becomes, in essence, a sort of queerness—a means of rejecting the values of heterosexual reproduction, principle among them the emphasis it places on the future. For Adam, 2B, 9S, and the whole of artificial life that wars over the earth, there is no future. In the absence of that hope, new possibilities emerge.”

    Long-restless spirits

    Survival, death, and killing remain important topics for games criticism, with a particular

    June 25th

    …Robert Yang presents an illuminating reading list and personal evaluation on cultural scamming, translation, and exchange.

    “If I had to sum up all this conversation, I’d say it feels like talking about cultural appropriation is ultimately a bit of a trap, but at the same time, it is necessary for us to fall into it. The alternative is to fall into a much worse trap, full of unchallenged racism and ignored pain and hot molten lava. Compared to that trap, this one isn’t so bad, right? And then when we eventually figure out how to crawl out…

    July 2nd

    The familiarity of portrayals of combat, pain, and trauma were explored by many critics this week, as people look at how tropes get started, how they are perpetuated, and how they can be subverted.

    E3

    Critical reflection on E3 has so far focused on the overwhelming dominance of combat-oriented games, with a bit of attention also given to reports of poor event planning.

    • The First Public E3: A Goddamn Mess – YouTube (video: auto captions) Hamish Black’s reporting from E3 clearly illuminates how opening up ticket sales for the general public has affected the experience

    July 23rd

    …Mitchell highlights the biological imagery used in the space design of Pathologic.

  • Legacy of Kain: Soul Reaver – the genesis of today’s open world tech? • Eurogamer.net John Linneman analyses how a 1990s game’s level design was constructed to allow for some clever memory-saving tricks.
  • The Open World of ‘Yonder’ Is Supremely Pretty, But So Shallow – Waypoint Janine Hawkins criticizes the limitations of make-work games that don’t facilitate flow or allow for enough autonomy.
  • The pleasures of a good video game horizon • Eurogamer.net Christian Donlan pays attention to the backgrounds of games he remembers fondly,…
  • September 10th

    …the trauma of loss | Kotaku Heather Alexandra’s take on the much-discussed Hellblade shifts focus away from the objectification of paranoid delusions, toward the fundamental psychological injury that caused them – loss.

    “Boiling down mental illness to a Campbellian Hero’s Journey fails to provide the nuance required to say anything conclusive. Is the rot on Senua’s arm a representation of her growing self-doubt? Is it a bruise left by her abusive father? It is a literal mark of shame from the gods? It ends up being all of these things, because Hellblade shies away from anything too…

    October 1st

    …about what happens around them.

    • Night in the Woods – ZEAL – Medium (Comic strip: may not be compatible with text-to-speech) slimgiltsoul illustrates the gaping hole in Mae’s universe, and the difficulty of connecting with others.
    • The Real Dark Souls Was Finding the Right Community to Help Me Beat It – Waypoint Cameron Kunzelman describes his experience of learning how to enjoy Dark Souls with the guidance of supportive fans, concluding that the game could not exist as it does in the cultural imagination without these kind of communities, whose emotional and tactical support significantly alters the

    October 15th

    …boxes certainly aren’t there for fun. They have always been designed for the purpose of making sure that a company turns a profit.”

    Disrupt intent

    While some of the discussion about loot boxes evokes treasured notions of player agency, critical writing on other games continues to trouble the assumption that players should always feel in control – or, examines what that dream of control means in the context of people’s personal ethics.

    • How Mortal Danger Permeated Every Inch of ‘STALKER’ – Waypoint Cameron Kunzelman explores a survival horror game’s oppressive sense of not having control…