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This Year in Videogame Blogging: 2014

…in which where she attempts to academically excavate the lies and hypocrisies of the so-called “consumer revolt.”

Also related, Carolyn Petit wrote Why Political Engagement is Critical to Games Journalism, despite a vocal minority claiming they want politics out of games journalism. Midnight Resistance’s Owen Grieve, along the same lines, argued that “Game Design is Always Political” you can’t change it no matter how much you may whine about it.

Liz Ryerson looked at “gamer” as an identity, not as the marketing ploy, but as the social construct we made it around something we love and the historical

February 28th

  • ANATOMY Review Impressions | ZAM Claris Cyarron looks at Anatomy from her perspective as an architect and game designer (full disclosure: Claris and I have a close professional and personal relationship).
  • Relationality

    How have technologies facilitated and hampered communication with each other? Can they help us to gain a sense of interconnectedness and even help us to connect to something transcendental? This week’s games blogging offers some surprising answers, beginning with pieces on im null and Panoramical and continuing with Firewatch below.

    • im null | The Arcade Review (Content warning: spoilers) Heather Alexandra uncovers

    December 11th

    …a few days left to get the unique, seasonal special rewards for supporting us at $10/month. You’re eligible for these rewards even if you already support us at $5 and just increase your pledge – in return, you get access to support from the Haywire Magazine team to develop your critical play and writing skills, and a special limited-edition gift from Critical Distance.

    We need your help in order to grow into a more sustainable operation, so please consider giving us your financial support, or lending some moral support by sharing our fundraiser page on your social media accounts.

    August 21st

    …the signposts that prompt you always onto the next star system.

  • Errant Signal – Firewatch (Spoilers!) – YouTube (video, auto-captions) A similar focus on presence and ambiguity over clear narrative resolution comes out in the latest Errant Signal video, on Firewatch.
  • “Between pushing environmental stories through found objects and walks through corridors that emphasize hone in distance in geography, the player is constantly getting one clear message: time and space matter”

    No Man’s Kyriarchy

    Back on earth, we have been critiquing gender and bodies as they are portrayed and catered to across games

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    February 12th

    …chapters

    Our understanding of the world is only ever provisional and partial, but when it comes to some of the most shameful aspects of our own history, how do we ensure there’s some sort of consensus about reality?

    • Banished: Towards a Playable Human Ecology | Play The Past Adam Kranz examines how Banished portrays a particular set of historical conditions and ideas about the goals of a settler colony.
    • Virtual Atrocities — Real Life Linda Kinstler questions the value of introducing player agency to portrayals of history through VR and gaming.

    “Kansteiner complains

    April 30th

    …space to deviate from those ideas, or allow games to be understood on their own terms.”

    Reverse entropy

    Discussions on how spaces function in games returned this week, intersecting with some particularly morose topics that seem to have been on people’s minds.

    • On Endings: What Games Are, and What They Could Be – Not Your Mama’s Gamer Alisha Karabinus reflects on some player responses to the difficulty of walking way from a fictional world.
    • Gamasutra: John Scott Tynes’s Blog – VR Cinematic Storytelling, Part One: Composition John Scott Tynes shares some useful information about…

    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,…
  • 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