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Emilie Reed | Keywords in Play Podcast, Episode 2

…you know, nowhere and, you know, like appeared in like 2007 or something. Because there’s always kinda been this underlying strand of non-mainstream production as long as videogames have existed. Things like modding communities and like homebrew and other kind of small scale like postcardware, all those sorts of things. Those are arguably like a very similar ethos to indie games in some cases but they’re much harder to like put a fence around as a separate piece of artwork. Especially like modding or homebrew cus those are, you know, potentially you know, technically illegal [laughing] sometimes.

[Laughing]

Darshana:…

October 3rd

A few different themes run through our opening section this week–videogame morality, branching paths, player choices, and observation are the big ones–as our first three selected writers unpack the deeper ideological nuances in popular games.

  • How Disco Elysium’s Centrist Path Observes the Player | Unwinnable Ruth Cassidy reflects on Disco Elysium‘s heightened awareness and commentary on different moral play paths in games.
  • Some Thoughts On Some Undertale Articles | The Overflow Chute NARFNra engages with key texts in Undertale‘s critical discourse to argue for why the game’s genocide run is an important keystone for understanding its

October 10th

Welcome back, readers.

Not much doing around the site to discuss this week, so we’ll get right to the heart of the matter with thirteen new cool and interesting critical works about games!

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Milestones

Our opening section this week looks at moments and patterns in the always-multiple, always-incomplete histories of games ad gaming.

  • DISASTER PARADISE: at the Centre of the Miiverse | Unwinnable Gwil Jones uses the Wii U and Miiverse to

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

  • December 19th

    …Noble Six is a he/him lesbian.) We get internet listicles of “trans-friendly characters” as human and real as Birdo. So trans people have to find ourselves in stories that weren’t written for us.”

    Imperfect Fits

    Continuing a theme of tension from the previous section, this next group brings together pieces that examine narrative and thematic tensions to find games and series at odds with themselves, with their reputations, with their own critical arcs.

    • Finishing Final Fantasy (Part II – Heavensward) – No Escape Kaile Hultner, one expansion deep, faults FFXIV‘s inability to keep its charming…

    January 2nd

    …triple A games industry–sprawling, interconnected, messy processes, all of it flattened into a product, unable to take a critical or ideological stand on anything for fear of risking profits.

  • And they look like me | KRITIQAL Skeleton muses on the hollowed-out tourist towns of rural america as pyramid investor-types prepare to gentrify the internet and videogames next.
  • Halo Infinite’s Woes Expose the Exploitation Inherent to Current Gaming Trends | Paste Grace Benfell looks at Halo Infinite‘s progression problems as a microcosm for the monetary exploitation structures in games that have long since become normal and even banal.

  • March 28th

    …on that front by. . . ok, know what, read the pieces, they’re good.

    • Ghostwire: Tokyo – Prelude: The Corrupted Casefile Highlights the Strengths and Weaknesses of the Visual Novel | Paste Phoenix Simms contemplates the Visual Novel as transmedia worldbuilding device, examining how it meets or misses the mark in the case of Ghostwire: Tokyo.
    • Happy days at Kirameki High – Kimimi The Game-Eating She-Monster Kimimi takes an optimistic approach to one of the most legendarily-challenging dating sim games and comes away with an appreciation for the game’s willingness to just let you live.

    April 3rd

    Welcome back, readers.

    It’s taken me until the wee hours of the morning local time to do so, but we’re here with the latest crit, and we’re calling it Sunday gods darn it!

    Around the site, Connor’s latest TMIVGV is live and you should check that out too!

    This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

    Norco

    Norco continues to make critical waves. Here are the pieces about it that stood out to me this week.

    • The Greatness of

    October 30th

    …the most wasted, misinterpreted character in the latest bat-game might be the city itself.

  • Papers, Apples, Microphones, Chairs: Immortality’s Spatial Miscellany | Unwinnable Caroline Delbert asks around to see how people are (or aren’t) getting their spatial bearings in the sprawling topography of Immortality.
  • “Drawing people’s attention using design is a fraught subject in the internet age. Sites like Hot or Not? changed the way our brains work online, while the invention of pop-up and banner advertisements helped to monetize those rapid page changes. But Immortality combines classic-looking, seamless cinematography with the interactivity of a traditional

    November 28th

    …from both poles, looking at how the logics of capitalism and imperialism are expressed through play, satirically and sincerely.

    • Workplace Woes | Videodame Krista McCay breaks down how Going Under captures both the cheerful veneer and the underlying rot of the workplace grind.
    • Three Minutes | Bullet Points Monthly Kaile Hultner breaks down every second, every atom of Call of Duty: Modern Warfare 2‘s perfect first three minutes.

    “The philosophy of jus ad bellum is laid bare as a farce here, in just these three minutes. War is “just” because the state says so;