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#game journalism
madame-helen · 8 months
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being creepy about it = having what would be a normal sexuality in 2010 about it btw
it's also really dumb to say this but also post shit like this lol
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cold-fire-yo · 28 days
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@chase-omega
Do you agree?
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kordeliiius · 1 year
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Edge magazine’s latest article on Tarsier Studios, which covers their founding, their notable collabs with other companies, and ideals for the studio going forward.
My two biggest takeaways from reading this are:
Team Tarsier’s ACTUAL first game was a puzzle game called “Tio” which, after being entered in a contest, won them the space and resources necessary to create TCoM in the first place. Some of Tio’s concepts were likely reused in TCoM as well.
The recent acquisition by Embracer is described as a positive development; CEO Andreas Johnsson claims it’s an important step towards smoother collaboration with other nearby studios and promoting a safer environment for people to pitch new ideas.
Also on Tarsier’s Instagram Buy the full issue here
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redd956 · 2 years
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3 Games that double-down on video games as works of art
Not every time do you play a video game purely for the entertainment we expect. Video games themselves are also works of art; they radiate with creativity and human touch, their soundtracks alone attest to that. 
However not every game is designed with the intent to bring back money, become an infamous popular classic, or gain the archetype of being a esports play. Many games are designed with only the objective of an experience at hand, and these five games nail it!
Iron Lung
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Iron Lung is a short horror video game located on Steam, developed by David Szymanski. He purposefully developed the game to last about an hour of gameplay, however that doesn’t budge on its insanely well designed atmosphere in the first place.
It is beyond grim, and spawns tons of questions that will likely never be answered. It is a single player experience, in which you play a convict trapped within an outdated submarine, sent to explore an ominous blood ocean on a moon.
The sound design is eerie and perfect. The game aims for a sense of isolation, dread, and hopelessness. The exposition is delightfully spooky, followed by gradual built up to singular moment in the game. The atmosphere is retro but exceeds in its dreariness, and truly gives players the feeling of being locked into a submarine blind underneath the depths of a blood ocean on the moon.
Each objective within the game reached not only lures the player to continue on, but adds to the anxiety of the game built-in atmosphere. The submarine itself also begins deteriorating, perhaps even reflecting how the player character himself is falling apart at the seams and losing all hope. It built an experience for sure.
SUPERHOT
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SUPERHOT is a first-person action game, where you are simulating a man with inhuman abilities going on a deadly rampage as the world seemingly throws armies of opponents against you. The game spans onto several platforms, with many different ways to play, and also a handful of variations of the game.
This is another game heavy on building on experience. It starts much more innocent feeling, which is accompanied by its addictive smooth gameplay, where it appears as an everyday looping action game. However quickly everything seems to be going much more wrong, and the story being told rapidly increases in darkness.
The maps being to warp. The red enemies sometimes mimic innocent civilians, desperate forces attempting to stop you, and eventually they too morph and change. In SUPERHOT: Mind Control Delete levels are available to play, with snippets of our player character’s sanity being shown.
In an attempt to finish or continuing playing such smooth and fun gameplay, the players end up mimicking the character’s endless aggressive addiction and spiraling sanity. As dialogue is discovered it feels both aimed at the player and the character, and the your actions are become done methodically with sadness. Now both you and the character are searching for answers, whilst continuing a maddening cycle.
Papers Please
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Papers Please was created by Lucas Pope. As a work of art it not only serves an experience that stays with you, but makes statements against many post-WW2 world problems. Heavily inspired by the border control during the Cold War, especially from Yugoslavic nations and the Soviet Union, Papers Please challenges both your attention to detail, patience, and empathy.
In Papers Please you play a border control agent in the fictional nation of Arstotzka. Similar to SUPERHOT and Iron Lung, as soon as the game is opened, the tone is thrown in the face of players. This time a slavic inspired dreary militaristic anthem booms, as the title and logo is revealed.
The complexity of the border transactions, along with the sudden interruptions to the gameplay’s monotony, makes the game engaging and fresh. However the struggle of the player character is also quickly put on the table after the end of the first day. The game grows more and more complex as the days pass on, and eventually your character will face a time limit on their life.
Each character plays a role in adding to the atmosphere. Even the fictional nations, pixel art visuals, and sound design are built with the purpose of drawing out the depressing atmosphere the border, and Arstotzka offer. The ups are memorable, great, and heartstring tugging. While the downs are just the same, while also reminding the players of their character’s reality.
Authors Notes
I have played the final two of these games, and I have played a lot of them. I suggest go and play them, or maybe even relive them if you already have them.
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devsgames · 3 months
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Something that's annoying about games media is when they turn to the same handful of creators with a following on topics instead of finding new voices among the subset of like, 30 million other developers.
Generally speaking I don't really believe there's reason we should be finding familiar faces and names in articles about game dev over and over and over again. Some people have the loudest voices but it doesn't implicitly mean they need to get the platform every time.
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wombocombo4x3 · 22 days
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Stellar Blade Haters Have Lost Their Minds
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ultramaga · 25 days
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Black Girl Gamers: Games or salon? DEI game conspiracy? Why is the Left coming out of the closet as a hate movement, after all these years? Do they feel so confident that Biden’s administration will protect them, even as they throw bombs and kill children?
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malcolmschmitz · 1 year
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Here's another article I wrote for EIP Gaming that I totally spaced on promoting at the time.
Do you want to listen to me geek out about terrible, terrible video games in long-form? Come read this one! It's basically a straight-up infodump.
I got really excited about ET: The Extraterrestrial, Daikatana, and- my personal favourite- Drake of the 99 Dragons.
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the-guiding-qui · 9 months
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Today I've been digging a LOT for official DS2 gameplay statistics and it's impossible to find actual stuff. Wish someone archived the data in waybackmachine but it might not have been within it's capability to record cuz it was behind dropdown menus so anyways...
This is the thing I knew existed and soooo many places site that IGN article specifically. Of note: (March 2014)
Data provided by From Software reveals that the Fume Knight from Crown of the Old Iron King is statistically the most punishing boss in Dark Souls 2, defeating challengers almost 93 percent of the time. The Ruin Sentinel gauntlet wins the prize for the single most-frequented boss encounter among all Dark Souls 2 players. Heroes have pitted themselves against the Sentinels almost 25 million times, with an average success rate of 76 percent across all platforms, meaning the Sentinels win about one out of every four attempts.
That article however has absolutely ZERO SOURCES :/ So! I searched. I found a total of 3 articles talking about stats and the other 2 thankfully DID SITE THEIR SOURCES.
March 2014
the Xbox 360 side of the site claims 1,311,973 total deaths, while the PlayStation 3 side reports 2,991,976.
April 2014
which enemy was killed most? If you answered "Stray Hound," reward yourself with a cookie and a pat on the back. As of this writing, PlayStation 3 players have killed 78,396,878 of these easy foes, whereas Xbox 360 players have only felled 32,200,775 of them. The runner-up in deaths is the Hollow Royal Soldier (Greatsword), dying 65,805,375 times on PlayStation 3, and 26,948,637 times on Xbox 360. The enemy that has perished the least is the Prowling Magus. PlayStation 3 players have only reaped the souls from 228,949 of them, and Xbox 360 have only racked up 83,934 kills against this adversary.
These are really cool stats from early in the game's life and they're basically all that remains from it. Where is the info from? Now I know, thanks to the previous 2 links, they're from Beyond the Bonfire/farfire.darksoulsii.com a site that no longer exists. So now I had a direction.
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The data nerd I am would've loved seeing this back in the day. At this point I knew I would never find a full list for any part of it but I needed to figure out what it looked like at least. So, of course, the next step is waybackmachine and it doesn't quite give me things to work with cuz the data was behind a dropdown menu and it didn't collect the numbers at the time so, what we're left is just... The skeleton of the website and a couple articles on it. You can look at these if you want, they're actually pretty damn cool (and donate some money to wayback while you're at it if you want). farfire international https://web.archive.org/web/sitemap/http://farfire.darksoulsii.com/ darksouls 2 dot com https://web.archive.org/web/sitemap/https://darksoulsii.com darksouls dot jp https://web.archive.org/web/sitemap/http://info.darksouls.jp
So, if I couldn't find it to take pictures of, I had to look for pictures of it. And 2014 means the best place to look is forums. The following is all I could find and they're a combination of Reddit, GiantBomb, SomethingAwful and Fextra forum searching. Aug 08, 2014 Level Distribution, PS3/XBOX 360/PC https://fextralife.com/forums/t37291/dark-souls-current-player-sls-8814/
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Cause of Death Ratio PS3 March 12th 2014 https://www.giantbomb.com/dark-souls-ii/3030-40798/forums/dark-souls-2-live-stats-lost-souls-deaths-network-1474994/
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Evidence the site was where the standardized wiki names for the enemies came from https://fextralife.com/forums/p607878/enemy-naming-based-on-official-quotfarfirequot-site?hilit=farfire.darksoulsii.com#p607878
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Online Activity May 3rd 2014 https://forum.donanimhaber.com/dark-souls-ii-2014-scholar-of-the-first-sin-2015-ana-konu--87486929-31
### PC ### Cov. members total : 214,396 Times cleared : 17,505 Total deaths : 44,346,355 Total coop : 6,676,797 Total invasions : 1,338,490 ### PS3 ### Cov. members total : 168,581 Times cleared : 280,986 Total deaths : 225,297,890 Total coop : 3,762,881 Total invasions : 1,421,950 ### XBOX ### Cov. members total : 72,001 Times cleared : 211,047 Total deaths : 87,546,635 Total coop : 1,542,398 Total invasions : 838,648
Most popular gear per platform April 8th 2014 https://www.reddit.com/r/DarkSouls2/comments/22igio/fromsoft_is_collecting_data_on_player_deaths/
Player deaths etc on PS3: http://i.imgur.com/1cqSsWt.jpg Player deaths etc on 360: http://i.imgur.com/3ZwIr56.jpg Most popular armor (just showing helm/armor, was same on both consoles): http://i.imgur.com/2ey2We1.jpg Most popular rings on PS3: http://i.imgur.com/P2opb4I.jpg Most popular rings on 360: http://i.imgur.com/tWsdV1z.jpg
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Really happy with the last one in particular but the whole haul was fun :3 ty for reading
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beepborpdoodledorp · 2 years
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what the fuck kotaku
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madame-helen · 8 months
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thebacklogreviews · 1 year
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Gaining Experience: Levelling Up as Character Development in AAA Video Games (Minor God of War: Ragnarok Spoilers)
!New Post! This one's about God of War, Jedi: Fallen Order, and skill trees that tell stories.
Atreus, Cal and Skill Trees That Tell Stories In recent years, I’ve noticed a lovely trend in AAA gaming. It’s by no means exclusive to AAA games, and it’s probably an older idea than I’m giving it credit for, but I don’t do research, simply because I am a sigma male and cannot make time for research in my packed sigma calendar. Sorry beta. This trend nods to an increasing marriage of…
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aquillis-main · 2 years
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What makes Frontiers' apparent attempt to appeal to non-Sonic fans even more tragic is that it's arguably not even working. Sure, some crowds that you normally wouldn't expect are hyping it up... but a lot more are mocking it like usual and are already preemptively calling it the Worst Sonic Game Yet, just like their fellow Sonic YouTubers who are wildly overreacting about their own personal distaste for it. So you have to wonder... was the risk really worth it?
Oh, totally. It doesn't help that the 'journalists' that are 'interviewing' Iizuka tend to keep on bringing up old shames instead of, you know, actually doing their jobs and actually giving proper interview questions for the new game.
Sonic will, sadly, always be a scapegoat for the 'game journalists' that pretend to be actual journalists, but were too childish to get into actual news outlets.
The fact they'vve tried, again and again and again, yet people still paint them as 'pathetic'... I'd probably think Sonic was unable to attract an audience, and shut it down myself.
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arduousfanfare · 15 days
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“Interest in Halo Campaign has waned” because Halo 3 was the mainline end with ODST and Reach being side stories and the last games that Bungie worked on before their departure which has lead to other game industry things. Aka aligning with other studios/spaces that have had mixed results.
343 has had similar problems because Halo 4 and 5 have been labeled as “bad” and Infinite has been redeemed by “multiplayer” changes/bringing it back to what Halo has at its core been about.
Honestly the history of Halo in some ways rivals Doom/Quakes rise and fall. With multiplayer becoming its strongest aspects/what people remember it for.
Community relies on the tools it has been given and allowing it to flourish. Without these things it doesn’t have a chance to grow and have staying power. Forge improved, community improved.
As a story Halo still doesn’t have many questions answered in the sense of Forerunners, Precursors, and ultimately ends up how Mass Effect does. These are weapons and jails for the Flood. Securing the weapons and then cyber warfare with the AI.
With peace with the Covenant the fighting falls back to the Spartans original purpose. Inter human conflicts. As tale as old as time. Not compelling as a human versus overpowering aliens. Which means we need more compelling characters to carry a new narrative because it keeps falling flat.
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wombocombo4x3 · 7 days
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Stellar Blade's "Male Gaze" Problem
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