Search Results for:

Seguros coche baratos Ocala FL llama ahora al 888-430-8975 Cotiza tu seguro de auto en linea Simulador seguro vehiculo Cuales son los mejores seguros para autos Calcular valor seguro automotor Seguros baratos para coches Ver seguros de coche

April 30th

…theatricality and the sense that the player is “taking part” in history.

  • US video games focus on historical accuracy | USA News | Al Jazeera This report from the mainstream press about history and militarism in games manages to cover a surprising amount of nuance in a short space of time
  • Destructive Tumbleweeds and WereBeavers – First Person Scholar Brandon Rogers considers the impact of time spent playing on the body of the player, and in turn, on their performance in the game.
  • “The Erotic Death Drive of Nier: Automata,” by Julie Muncy – Bullet Points Monthly…
  • 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

    …of a disembodied, almost godlike ruler, Stellaris struggles to comprehend fascism’s populist nature and metastasis. Forcing the player to pick and choose from a menu of political ideologies ignores the way these systems historically bleed into each other, how fascism emerges from dying democracies not as a valid alternative in the political buffet, but as a cancer.”

    Care

    Turning to more ways that sexism plays out in games, gamers’ toxic interactions with women and female NPCs are analysed and critiqued in these two pieces.

    • Why Does Everyone Hate Mercy? – Apple Cider – Medium Apple…

    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

    …experience of play.

  • Trans Link – Lillian Everette – Medium Lillian Everette argues that claiming videogame characters as trans is a subversive “metatextu*]}*al” act of claiming autonomy over media space. She discusses not just Link, but also Samus from Metroid and Gwyndolin from Dark Souls.
  • “Queering as an act doesn’t have to be intentional. Queering is a remark on social standards. […] Cross and you come into conflict with me and mine. The trans women own this now. She is our icon, the patron goddess of the dejected, the stalwart, the beautiful. The earned feminine over

    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…

    November 12th

    …“squad mechanics” of the original Call of Duty were far more impactful than the latest iteration.

    “WWII’s squad mechanics end up feeling insufficient when compared to the original game’s unpredictable violence. I might appreciate the spare health pack from time to time, but I never built affection for my squad.”

    Necropastoral

    Three critics this week considered the kinds of future scenarios that have been portrayed in games, with a particular eye toward what sort of stories have been relatively rare.

    • Where are all the climate change games? | Transformations Journal How are…

    November 19th

    …his mind and body are affected by the events he endures.

  • Wolfenstein 2 and Mending Broken Things | Brendan Keogh Brendan Keogh’s take also highlights the body, and seems to see this game as a text that pays witness to cultural pain.
  • “Wolfenstein 2: The New Colossus is about the ultimate fragility of two types of bodies that underpin Western values: the male adult and the liberal state. Each is a conceptu*]}*al object that we expect to function perfectly—right up to the moment that they break down completely when confronted with something they were never built

    December 3rd

    …beliefs about realism.

    • Wicked Games, Part 3: Caution — Contents May Be Hot… and Hidden | Flow This came out over a year ago, but I don’t think we featured it back then. Matthew Payne’s series of articles on controversies in games marketing should be a useful reference for years to come.
    • Marketing Authenticity: Rockstar Games and the Use of Cinema in Video Game Promotion | Kinephanos Esther Wright explores the paradoxical relationship between the idea of graphic realism and AAA games’ deliberate similarities with cinema – rather than simply calling out the contradiction between “like real