Category Archives: Videogames

Only videogame related posts.

On the review

I put down Metal Gear Solid 4 and barely thought about it at all after. There’s something perverse about the expected duties of a reviewer. They are expected to play enough of the game to make an assessment about it, … Continue reading

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Videogame journalism and the values we hold

A couple weeks ago I gave a lecture on the history of videogame journalism, which I’ve now uploaded to YouTube for anyone interested in getting my understanding of the trajectory of the practise, mainly from an institutional or structural perspective. … Continue reading

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Oh hey look at this

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Gone Home: Jump Scares and Ludonarative Harmony

So there’s a new game out called Gone Home and I don’t have the superlatives to describe it adequately so just take my word for it and go play. It’s some trifling amount of money on steam. If you haven’t … Continue reading

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Extremely Dangerous African Water

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Go play ‘The River’ a game by Courtney Stanton

here.

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Michael Clarkson evaluates some of FC3′s design

Michael Clarkson has a great post up analysing in some detail the design features of Far Cry 3 and their relative success or failure. Most interesting to me is his discussion of why FC3 designs away the landscape, by encouraging … Continue reading

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Far Cry 3 and designer inducements

Thinking some more about the ideas in Andrew Vanden Bosche’s great post that I responded to the other day, I realised that I hadn’t really thought about it from the perspective of the game designer, i.e. from the position that … Continue reading

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Passive agression, Spec Ops: The Line, and the individual onus

Andrew Vanden Bossche has a great little post up on his tumblr about the way Shinji Ikari in Evangelion reacts to being told what to do, wanting to resist doing it, while also being unable to say ‘no’ to his … Continue reading

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Far Cry 3 – On tessellation, FOV and enjoyment

So I changed two minor video settings at some point this week and it’s like I’m playing an entirely different game. I changed the geometry to ‘Ultra’, and the Field of Vision (FOV) to 90 degrees, up from the default … Continue reading

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