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March 4th

…a groundbreaking online game, reflecting on the poignancy of its end and the design features that made it so influential.

  • Why are turn-based games so good at creating stories? • Eurogamer.net Christian Donlan argues that storytelling is, in some sense, about controlling time.
  • Rain World’s Brutal Metaphysics | Unwinnable Sam Zucchi explores different cultural mythologies about rebirth and suffering in a reading of Rain World.
  • “An otherwise unmentionable videogame convention is transformed into an expression of metaphysical dread.”

    Shaping design

    Focusing a little more on interaction design, two critics consider different skills

    September 9th

    …lot of writing, and some of the finest examples are collected below. Other recurring themes that saw careful examination this week include the shifting legacies of role-playing games, the relationship between games and time (both specifically and conceptually), and the boundaries between design and interactivity.

    Margins

    Three articles this week reflect on the identities included, excluded, and effaced from games and their surrounding cultural spheres.

    • Witch Spring, Fantastic Racism and Colorism – I Need Diverse Games Latonya Pennington analyzes how a self-effacing character in Witch Spring 3 who disguises her appearance to look more white undermines

    January 20th

    …at the ways Red Steel 2 effectively synthesizes elements from both the Wild West and Feudal Japan when so many things could plausibly go wrong.

    “The question may then arise as to precisely why the world of Red Steel 2 works. The answer essentially lies in the method of the game’s combination of tropes. Rather than mixing the Wild West and feudal Japan into every single one of its characters, local*]}*es or plot elements (which would obviously be a recipe for disaster), the game allows both sets of tropes to stand on their own, but alongside each

    April 14th

    …a roundup highlighting the most important critical writing on games from the past seven days.

    Capital Punishment

    A trio of excellent articles this week examine deep links and synergies between the games we play and the wider neoliberal frameworks they inhabit and reproduce, even when those games purport to push against those frameworks.

    • No Lands Beyond – Deorbital Aaron Lascano blends Kirby Air Ride‘s invisible-walled dystopia with post-graduation disenchantment under late capitalism.
    • Crazy Taxi Tycoon and the Art of Selling Out – Deorbital You know how brands on social media have started resorting to edgy

    July 4th

    …Queerness in Larp | Eurogamer.net Evan Torner chronicles the long, queer history of live-action roleplay.

  • Pride Week: Hunky Dads & Voxel Flags – Video Games and Our Queer Future | Eurogamer.net Sharang Biswas identifies a real need amd value for hopeful queer escapisms and utopias alongside stories that capture queer adversity and struggle, in games and in all media.
  • Pride Week: Twine Games and the Trans People Who Love Them | Eurogamer.net Eli Cugini surveys the state of trans-authored Twine games, and the kindness and connections they foster.
  • Pride Week: A Summer’s End – Hong Kong 1986…
  • Agency: Thi Nguyen | Keywords in Play, Episode 10

    …going to cast light on the cinema and the graphics. If you say that games are, so a lot of people are like, games are kind of like conceptual art that makes social criticism, then you’re going to look at like what it means. And I think a lot of these things. I mean, they’re all right. But I also think that these attempts to praise games by subjugating them to a paradigm of another art form can often lose out on what’s central about games. The reason that Suits is interesting to me, is that I think he like…

    November 14th

    …say “Well I’ll go somewhere else then!” and wave them off instead of rushing to appease a vocal and outraged segment of the existing fanbase. But it’s so so important they do.”

    Time and Perspective

    Okay, loosely-associated section alert. These next two pieces dwell on games (or their subjects) taken out of their time, and the experience–be it jarring, offensive, ethereal, or magical–of approaching them with a contemporary perspective.

    • Riders Republic is a time capsule full of cringe – No Escape Cole Henry concludes that Ubisoft’s Riders Republic, true-to-form, is a good game buried, deep,…

    This Year in Videogame Blogging: 2021

    …Points Monthly Astrid Anne Rose examines Cyberpunk 2077‘s juvenile, yet sanitized and ultimately hollow approach to sex, sexuality, and sex work.

  • Spectacular | Bullet Points Monthly Autumn Wright struggles with 2077 as a work of hollow spectacle.
  • Other Flesh | Bullet Points Monthly Molly Zara-Esther Bloch describes how 2077‘s ‘braindances’ are an uncritical and transmisogynistic echo of an already fraught cyberpunk trope caught up in colonial flesh tourism.
  • Virtually Ideological: Neoliberalism, History and Resistance in the Video Games of 2020 | Jon Bailes Jon Bailes examines what games such as Cyberpunk have to say–or shy away from…
  • Gejun Huang | Keywords in Play, Episode 26

    entrepreneurs in the Chinese digital game industry initiate their venture creation by investigating the relationship between their social capital and the key aspects of identifying entrepreneur opportunities in the pre-market entry stage. So, the two aspects I’m really interested in, they are opportunity recognition and opportunity evaluation.

    Drawing on semi-structured interviews with a total of thirty-three gaming entrepreneurs in Shanghai, I found that, their social capital played a minor role in their recognition of opportunities. These entrepreneurs adopt various approaches to accessing and mobilising their social capital based on their situated industry sectors. Those who focus on commercial

    Xavier Ho | Keywords in Play, Episode 30

    Setting a game in Rome, into Rome, what other games are set in Rome? Maybe that’s the reason why someone may be looking at games like that, or telling similar stories through maybe a pattern that might have been weaved through it, say folklore or a particular culture, so you draw from the same characters but you kind of have different adaptations, that’s also quite interesting. And that can lead itself to say fictional characters and real historical characters that may be adapted into a videogame and then there is a sequel and then there is different platforms and different…