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This Year in Videogame Blogging: 2023

…against that impulse.

Where is all the good writing about games? It’s everywhere.

In 2023, 589 articles by 292 writers at 140 different websites were included in Critical Distance’s weekly and monthly roundups. Yes, the big sites like IGN and GameSpot all made appearances, but overwhelmingly we heard from small and midsize independent outlets, researchers specializing in particular areas of game studies and videogame history, and dozens upon dozens of individual bloggers whose desire to engage critically with games on their own terms shone through extremely brightly. Even as things seem like they’re at their darkest, hundreds…

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.

    Tingting Liu | Keywords in Play, Episode 27

    …manifested in people’s leisure time activities. My research focused on digital dating, online gaming and people’s experience of having pets etc. So, I am basically a cultural anthropologist who has a research interest in new media and new cultural practices in China.

    Hugh: Tingting, you’ve undertaken some fascinating research concerning digital intimacies in China. Looking at this quite broad range of subjects spanning their implicit and explicit ideologies in playful dating apps and game platforms and so on, you seem to show that these interactions and digital identities are not isolated but are connected to broader trends in…

    Kill Screen archive

    …crowd funded purse let fans invest esports

  • work essential rifle near metroidvania and call pervasive work
  • its time reconsider alpha protocol
  • secret behind angry birds and clash clans success
  • forget videogames all one devices may be future boardgames
  • bootleg and sometimes bloody retro console culture brazil
  • twitch gears conquer final frontier mobile
  • playing diablo long time
  • charting edges avant garde videogames
  • public play yanks videogames real world
  • exploring seedy underbelly velvet sundown
  • real life security systems inspired watch dogs chicago futur
  • dota 2 religious experience
  • you are…
  • Stephanie Harkin | Keywords in Play, Episode 29

    …but mostly fictional, thinking about their own girlhood. They’re personal, they’re a little bit more intimate in that sense. One of them is free as well, so these aren’t commercial games necessarily. But it’s shifting between representation to self-representation, from both the developers’ perspectives, thematically the two girls in this final chapter are cultural producers expressing themselves through their desktop and their online websites. And then the player too can also contribute and part of the actual gameplay is creating those websites or writing fanfictions or dressing up dolls. So, the creators – sorry the players, can also play around…

    Esther Wright | Keywords in Play, Episode 18

    …in particular, focussing on Red Dead Redemption (2010), Red Dead Redemption 2 (2018), and L.A. Noire (2011). This project is forthcoming as a book entitled Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (De Gruyter, 2022). Esther argues for the importance of studying promotional materials, developer branding strategies, and other kinds of paratextual materials associated with the development and release of historical digital games. These materials are important digital sites and spaces through which game developers, like Rockstar, perform the role of historian and manage expectations for “historical authenticity” among players and critics. She uses promotional

    Ten Years of Penny Arcade

    …things fantasy leaves him with his own neurotic tendencies, like correcting the notion that Warhammer is ripping off Warcraft. These are the archetypes of people who play video games. Whether it’s explaining a game’s story or barking on Xbox Live for someone to bring it, these are roles that all of us have assumed at one point or another.

    Part of what makes their character work is also the tiny dashes of personality that go into each one. These aren’t just cookie cutter stereotypes, they are fleshed out with the personal details of Mike Krahulik and Jerry Holkins. Gabe’s

    April 10th

    …games critics can feel far removed from the physical world, so connecting games to physical spaces can be refreshing, with some critics even going beyond written language to address games abstractly, using physical structures and materials.

    • The war on the floor | Eurogamer.net Alexis Kennedy dives into the worlds created by H.G. Wells for games in domestic spaces.
    • What The Division gets right (and wrong) about disaster response | ZAM Robert Rath looks at how the placemaking and quest design of The Division reflects and distorts the reality of military disaster response (content warning: discussion of Hurricane

    April 17th

    …of block structures as educational play

    “[…]it doesn’t really feel like a game. It’s more like a destination, a technical tool, a cultural scene, or all three put together: a place where kids engineer complex machines, shoot videos of their escapades that they post on YouTube, make art and set up servers, online versions of the game where they can hang out with friends.”

    Spatiality

    In some design thinking that runs on more traditional lines, the architectural planning of spaces and movement come into play in two different ways this week.

    • Game…

    Final Fantasy VII

    …to establish a clear understanding of how Squaresoft sought to unify its mechanical and narrative systems.

    Several other writers have also endeavored to unpack the game’s interplay between form and function on a smaller scale. Patrick Lee highlights several scen*]}*es (Wayback Machine only) during which the player’s control over Cloud is restricted – his date at the Gold Saucer, his forfeiting of the Black Materia to Sephiroth, and the scene in the Forgotten Capital where he involuntarily threatens Aerith with his sword – and constellates the mechanical similarities between these scen*]}*es to comment on how Sephiroth antagonizes the