Monday, May 18, 2015

Gaming Round-Up: May 18, 2015

Assassins Creed Fan Art by KD Stanton

"Altair's leaving" by Bejing, China-based KD Stanton


Bloodborne's biggest challenge is accepting the fact you probably won’t see everything, says Pop Matters' Scott Juster.

Brian Crecente thinks videogame consoles are old-fashioned and should go away.  I agree mostly, except that consoles as TV media centers are starting to excite me.

Carolyn Petit of KQED discusses the new video-game-inspired graphic novel Second Quest, which questions the Foundations of Gaming Culture.

Drew Toal examines two games set in Victorian London, one of which gets it right.

In "A Pixel Artist Renounces Pixel Art," Blake Reynolds expresses his desire to communicate with his audience in terms they understand, even if it means foregoing an art form he loves. "Sometimes the word “pixelated” is used in a derogatory sense, and sometimes not. Either way, anyone who uses the word clearly doesn’t grasp the concept that pixel art is a deliberate, predetermined art style."

Jason Schreier of Kotaku explains why game developers work such insane hours.

Jennifer McVeigh of Not Your Mama’s Gamer considers virtue ethics in Life is Strange, while Carly Smith talks about the "Do-nothing Adults" in Life is Strange.

Keith Stuart eulogizes the Sega Saturn in a history article explaining how one decision destroyed PlayStation's greatest rival.

Keith Stuart on why the stereotype of the lone male gamer needs to be destroyed.

Leigh Alexander of At Offworld asks Why are the stories in video games so bad?

Maddy Myers of OffWorld offers this ode to The joy of improv in music and code
"Creating art and music is not just about the glamorous act of being inspired and pouring out your soul. It, too, is rife with the thoroughly unromantic grind of production and editing and refinement and polishing. The grueling march of notating, measure by measure, every single not that every instrument must perform, and at what time, and in what way. The rote memorization required for performance. The expectation of acknowledging an existing “canon,” even if only to rebuke and subvert it. And even when the code loads or the right notes get played, all art can fail, in its own way. That’s exactly why creation is terrifying."
At MotherBoard, Soha Kareem weighs in on The Dirtiest Job in Video Games.

Raffi Khatchadourian of The New Yorker profiles No Man’s Sky chief architect Sean Murray.  There's some good stuff on math and generation in the later half of the article.

Sam Zucchi of KillScreen compares the tracking shots of action games with the camera work of Daredevil and True Detective.

Simon Parkin on how Eve Online went to the edge of apocalypse and back.

Susan Arendt on why she loves games that keep playing without her.

The Untold Story of the Invention of the Game Cartridge by Benj Edwards of Vintage Computing and Gaming, who started researching the subject after interviewing one of the people involved, Jerry Lawson, in 2009.

At VGChartz, Corey Milne bemoans the loss of the Silent Hills demo Playable Teaser, which was created by Hideo Kojima and Guillermo Del Toro.  Milne cites the incident as a case for a culture of digital conservation.  Incidentally, Guillermo Del Toro says Dead Video Games Have Left Him "Reeling."


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