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#Also meta again past seasons have been a level up after every battle EP and Brennan has mentioned going by milestone instead of exp so mayb
trans-leek-cookie · 1 year
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im thinking abt the implications behind the characters starting at level 5 and jumping to level 9 in the war, cause Amethar (same war) is level 3 in ACOC
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Mahou Shoujo Ore 5 | Yotsuiro Biyori 4 | Lupin III Pt 5 5 | Hinamatsuri 5 | BnHA 43 | Boueibu HK 5
Mahou Shoujo Ore 5
Hey hey hey, this is the second show I’ve seen ape Osomatsu-san this year. Seriously, no show is safe in a parody as a target for humour’s sake…Note Osomatsu-san is also by Pierrot, though, so they’re attacking themselves to some extent.
Now that they’ve pointed the Osomatsu-san reference though, I can’t believe I didn’t see the scarf colours last time! But…this is episode 5…
Oh, I kind of noticed it, but I’m probably too used to it since I watched the first season of Osomatsu-san – the blue lines are part of that show’s signature style.
Muscovado is apparently a substitute for sugar. It literally translates to “black sugar” though…
Sagami is…a former place in Japan…?
Tama River. I’m terrible at Japanese geography, so I don’t think you should be asking me about this…
Dang, apparently Pierrot is based in Mitaka, Tokyo so whatever joke I was chasing there fell flat.
Wow, they got really self-referential this episode…yikes.
So this is the rumoured Chiba-san? Uhh…
Oh my…I do not see the word “Japanimation” get much mileage at all these days, but I cringe every time I see it.
It’s Pokémon Go! Wow, that’s another level of meta for sure. My hopes for resolving all the stray plot threads while maintaining that wacky sense of humour (or however I phrased it) definitely went out the window…Notice the footage is dated April 24th 20X8, which is about a week before the episode went to air if the X actually hides “2018”.
Suginami. Apparently, Bones, Sunrise and other studios are stationed there…but Pierrot isn’t.
If there’s one thing I didn’t expect in MSO, it’s the fact this show became Shirobako in a sense. I still need to get around to Shirobako, by the way…
Ey, wait a second! Astral, you got your wish! We get to see…Fujimoto’s face!
Whoa! They went all out on the CGI fire effects! What is this show, Golden Kamuy?! (LOL)
Comichiya’s probably Comiket. The katakana (chi -> tsu, to -> ya) look kinda similar if mangled.
Dangit! I missed my mark on the guesswork again! Tokyo Big Sight isn’t in Suginami.
Basically, this is just a long road to admitting they couldn’t do a recap episode, but they don’t have enough content to pad this ep either. Ah, sweet revelations (sarcastic).
Is it just me, or does the bottom of Fujimoto (1)’s face look kind of like…Mohiro??? Wagh??? Update: No, the hair colour’s off.
The “on the train” technically says “on the NEXT train” (emphasis mine).
Wow, they namedropped Ishikawa (probably Kaito)! Ishikawa voices male!Saki, so it makes sense.
Oh my gosh, Mahoutsukai Watashi! What a bold move this show’s taken – it’s telling its own meta-narrative. Which means when I cover it for the collab post…it’ll be meta of meta…that’ll put my head in a spin for sure.
You can see Fujimoto and Sakuyo character designs if you pause for one scene (the one with “staff working from home”).
You can see the name Masayuki Ito (伊藤雅之) on that list with the downward arrows, but I don’t know what significance that name has unless they’re an animator or something...
Mensore is explained here.Basically it’s youkoso in Okinawan.
Jimami Tofu…isn’t tofu, as weird as that sounds. It’s an Okinawan-sponsored drama.
Well, at least this time I got a big epic battle (no matter how short it is). Nothing better than that!
They got Akira Ishida, Tomokazu Seki, Koichi Yamadera and some other guys to voice the Fujimotos this time. Notice there’s no crossover between the Osomatsu-san voices and the Fujimotos, which was probably intentional.
I thought there’d be a real Shinzo Chiba, but there doesn’t seem to be one…
There was a shot of Fujimoto (before the manager)! Wah! Was that there in previous episodes???
Every time people promise wardrobe malfunctions, they tend to…uh, deliver on that…
The Monokubo illustration this time is creepy…I like it!
Yotsuiro Biyori 4
Is this a zombie movie (LOL)?
Wow, Sui really loves cats, doesn’t…he…? (LOL)
Oh, so that weird zombie movie in medias res opening was actually one of those fakeouts…DN Angel’s anime did that, I remember…
Wow, they make Tokitaka so epic in this scene! A determined man is more handsome than one in an ordinary state, don’tcha think?
You can even see rice flying! Amazing! Tokitaka’s got such skill.
I am so spoilt for smol boys this season, between this and Boueibu HK…
Ooh! My eyes have been blessed with the hotness of Tokitaka!
There’s more chicken than usual this ep, eh?
Shiratama anmitsu.
I never thought we’d need a backstory for the resident cat, but okay. It was hilarious and fun while it lasted and now it’s almost over…huh.
Denzou? Eh? (I kinda get why the name’s badass with the kanji involved, but it’s hard to explain to a non-Japanese speaker…)
Agedama.
The next ep title translates to roughly “A Loving Hand for the Lost Lamb”…as in, to extend a hand to it.
Lupin 3 Pt 5 5
Okay, part 5 episode 5 is confusing when it’s just “5 5”, isn’t it?
I think the guy in the green jacket will be important later…? He’s in a key visual for this show, at least.
“This pasta called soba’s pretty good!” – LOL, soba ain’t pasta, y’know…
I’ve learnt about the stack before. Here you go.
IP camera. Hey, I’ve done something on IP cameras before, but normally Detective Conan (and most other mystery shows of the modern day) seem to be reliant on CCTV…
Chicken game…? Sounds tasty!...Not.
Ami doesn’t seem too pleased about all the shooting, LOL.
Even Ami knows bowing is a sign of Japanese respect. Just like how dragons understand the meaning of “Hatori Chise” involves birds…(i.e. I’m kind of skeptical that a real French girl would learn to bow to her Japanese friends when her life is always on the line, a la Ami.)
Episode…1? Y’mean, there’s more adventures, but no Ami? Aw, I was enjoying having her in the fray.
Hinamatsuri 5
A TV? $30??? Wow, I would fight a psychic girl for that! That’s friggin’ cheap!
“Toshibu” (sic), LOL.
Bikkuri means “surprise”, LOL.
“A teacher and a student walk into a bar…” – it sounds like a joke. Not that that could be conveyed accurately in Japanese, though. The fact it even works as an English joke must be a coincidence…
Hitomi’s such a terrible liar! Wahaha!
Nitta’s just like “I’ve given up on this girl”. Either that, or he has a hangover…(LOL)
Sayo looks kind of like Hina. If it weren’t for the hair colours I would’ve mistaken the two.
BnHA 43
Carrying a gun to a fistfight…yep, bad. Plain bad, Mustard, ol’ boy.
Sorry, there was a lot of fighting this ep and nothing much to say!
Boueibu HK 5
LOL, the bald bodyguard…he looks kinda grumpy.
Notice Kyotaro goes “ore kyoumi nai” (I have no interest in it), but the subs missed the subject of the sentence! CR, you weirdoes!
Echire butter…exists!
“You know about genetic testing?” - Irina! I think this is your department!
Ryoma’s the end of the evolutionary line!
Hmm…if there was no Ice Age in Honyara Land…might there have been something else that caused the Furanui/Karurusu conflict? There’s only animosity from one side, after all.
Bunbuku Chagama. Magozaemon was fat, so he would make a perfect teapot/tanuki…
Wait, if Maasa = Ichiro in the age department (roughly 16), that would add up. He went abroad for 4 years and held off on carbs the entire time…yikes.
“The people of this world envy those who represent the opposite of what they fear for themselves, so they criticise and attack them.” – Ooh, Ata makes a lot of sense here…! It’s a quote for the collection.
Asobukoto = It’s not really “fun” per se, but “playing” or “hanging out”. That is, if you translate rather literally.
They’re all underage (roughly 16 – 18), of course they wouldn’t drink! Of course, this is coming from a person who doesn’t drink…the only samples of alcohol I’ve had are few and far in between…
Hey, I studied this stuff in the past, you don’t have to regurgitate this info (about needing food to better absorb alcohol). Lemmee tell you, alcohol ads are weird…
They didn’t make the “glasses fogging up” a weird plot hole. Phew.
Wow, to think I’d be getting a science lesson of things I already know in my Boueibu…I never thought I’d see the day where that happened.
According to this page, one of the things the ramen shop serves is gomoku soba. Wait…that’s right! Ramen’s appeared in this show before! In the Chri-pa episode! Sorry Astral, I gotta spoil s2 for you!
Wow, this chicken carcass is even less of a threat than anything else so far! Wow-hee.
Taishi only seems vaguely fazed about the fact he’s being made to fight monsters. Interesting. I never think about the perspective of the non-red boys regarding fighting monsters until they’re pointed out, really.
So wait, the magic knight of space…makes bubbles? Uh, Astral, you might wanna learn from this…?
Hey hey, I found a page on tonkotsu ramens (sic from the Hakata anime) and paitan ramen.
Kyotaro on stairs = basically my mood when I want to imitate the “draw me like one of yor French girls” meme. (Very badly.)
So…when I said I missed individualised attacks, I never saw this coming. Sorry about that, people. (Even if that was only Ichiro’s bubble attack.)
Kyotaro makes a lot of sense here. But seriously, I think I need Astral’s easy button right now. That was easy.
Notice Karurusu is acting as a pelt…weren’t otters hunted for their pelts?
Oh, Sujikawa’s a first year, huh?
*Sujikawa picks up the boulder* - *round of applause from me* Wow!
Both Maasa and Dougo have such supportive friends, it almost makes me jealous.
The English! It’s…correct! (thinks back to a magazine article with “Difence” (sic) written on it in pink letters)
I, for one, am happy they’re tackling relationships aside from “brothers” this time. Finally, here’s something that stacks up against its competition in regards to deeper themes, even if it is a comedy!
Dougo and Maasa (Magozaemon) were in class 2, if you pause at the right time. Notably, the members of class 2 were all boys, LOL. Even with the boy to the left of Magozaemon, I think that name might be pronounced “Ai” (due to this page), but it’s in manly kanji.
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symbianosgames · 7 years
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Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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symbianosgames · 7 years
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Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
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Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes