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May 9
2013

A Difficulty Problem

by
m2026139
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Bioshock Infinite is taking me forever and a day to get through because, as an achievement whore, I’ve put the game’s difficulty on 1999 Mode. While Patriots are the bane of my existence, I can’t really complain as it’s something I’ve invited upon myself and if it were really such a big deal then I’d have started over long ago on an easier setting (1999 Mode doesn’t allow you to change difficulty mid-game). In between frustrated pouts at having lost to a Handyman yet again, the experience has caused me to reflect on the difficulty gamer culture has with difficulty settings, specifically easy modes.

Even though the first Bioshock was adored by virtually everyone, there was a contingent that felt it necessary to whinge about the VitaChambers which would resurrect the player consequence-free if s/he died. The complaints weren’t that if the VitaChambers worked as advertised then then splicers and Big Daddies should spawn endlessly, but rather that they made the game too easy, even though the things could be turned off by players seeking a greater challenge. Then a couple of years later Nintendo filed a patent for games that would play themselves if the player got stuck, bored, or frustrated. A large swath of gamers shat frisbees over this, not because it was yet another broad patent that would potentially stifle creativity and squash innovation, but because it made games too easy.

This attitude has perplexed me for quite some time; the difficult modes remain intact for those that want them, so why all hue and cry over super-easy modes for less-skilled or less-patient players? I think explanations can be found in two places: comic books and The Hunchback of Notre Dame. MORE >>

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April 29
2013

Beloved

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Screen Shot 2013-04-26 at 1.03.49 PM
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For video games that try to hit emotional buttons in storytelling, making the player cry seems to be the Holy Grail. I can understand why this is; joy, fear, amusement, and tension are all rather easy to evoke. If you can make your player cry, your characters are strong enough that the players are willing to emotionally invest in their digital lives and connect with them on an empathic level.

But what about love? For some reason this seems to exist almost as a footnote despite the fact that the need for love and companionship is one of the most primal and basic human needs. Even when the topic of love is addressed it usually isn’t addressed very well. Our own Trevor recently pointed out just how poorly done game romance can be. Yes, romances are a common theme, but how often is love actually felt rather than just assumed to be there? Enter Beloved, ”a short game about love in all its forms.”

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April 24
2013

Dragon’s Crown…Again

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dragons_crown_dwarves_12
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I gotta say, I didn’t think I’d ever be paying attention to Dragon’s Crown again, but for better or for worse – mostly for worse – it’s staying in the news. A couple of weeks ago I did a write-up on the the game’s trailer and the utterly absurd hypersexualization of two of the female protagonists and a few other NPCs visible in the trailer. Kotaku’s Jason Schreier got word of the trailer and wrote his own condemnation as well, and because they’re a more notorious website the artist behind the game, George Kamitani actually took note of the criticism. His response was to pretty much call Schreier gay and draw a naked dwarf three-way for him.

Screen_Shot_2013-04-23_at_11.30.40_AM_copy

*headdesk*

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April 12
2013

Review(ish): Dys4ia

by
dys4ia_640
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A review of Dys4ia was an article I meant to write up during GDC after I got hands-on time with it but, well, sometimes I can be a bit of a bubblehead and projects get away from me. My apologies to Anna Anthropy and Auntie Pixelante. Then today a commenter on one of our other articles complained about the sudden uptick in trans issues we’re covering. The fact that it was a complaint reinforced to me how important it is that we include the “T” part of LGBT on this site, and understanding how important that is requires understanding what being trans is. That’s where Dys4ia comes in.

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April 5
2013

Dragon’s Crown Trailer Is A Lot Of Funbags

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Atlus is releasing a new game for the PS3 and Vita called Dragon’s Crown and have put up a trailer to show you what it’s all about. I’m a fantasy nerd and Atlus tends to make good games so I gave the trailer a watch and came away with two thoughts about this title:

  1. It looks a lot like the awesome classic Dungeons & Dragons arcade games that Capcom made in the 90s, but has a sort of cheap Flash-game feel about it.
  2. BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOBS!

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April 1
2013

GDC ’13: Sex in Games

by
da_Sex_10
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If you’re not familiar with the name David Gaider, you should remedy that. As a head writer for BioWare, he has been responsible for the expanded options in their romance side plots, including adding same-sex storylines for the player to explore. Because of his work he hosted a talk at this year’s GDC provocatively titled “Sex in Games” and discussed BioWare’s need to address sex, sexism and sexuality beyond “male player, female love interest.” MORE >>

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March 31
2013

GDC ’13: Women, Equality, And #1Reasons

by
gdcreasontobe
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Women have always been present in the gaming industry and their visibility and influence increases with each passing year. This is an absolutely wonderful thing, but bringing about change to the industry’s boys club is an arduous process. To shed light on the conditions that women had to deal with, the Twitter hashtag #1reasonwhy was created which stood for “the #1 reason why there aren’t more women making games,” and the stories of sexism and abuse that followed were distressing and endless.

In response, the companion hashtag #1reasontobe surfaced and brought to light women’s inspirational messages of their “#1 reason to be” gamers and game designers. Continuing the delivery of such a positive message was a GDC panel with six women from the industry each giving their “#1 reason to be” a woman in the industry, and they had amazing things to say. MORE >>