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Monday, April 27, 2015

Gaming Round-Up: April 27, 2015

Lara Croft - Tomb Raider by Mark Brooks

"Lara Croft - Tomb Raider" by Mark Brooks


Interview:  Motherboard interview and tell the backstory of voice acting couple Ellen McLain and John Patrick Lowrie, best known for GladOS and TF2’s The Sniper respectively.

News: Konami breaks the news that the Silent Hills video game isn’t happening.

News: Steam has released news that they will be adding a paid marketplace to one of their most popular workshops (mod database), Skyrim. This GameSpot article has more details about the specifics of what the new mod monetization entails. VentureBeat rounds up the distressed reaction from fans.  Reaction threads from The Escapist, NeoGAF, and r/GamesHere is the FAQ provided by Steam for payments through Workshop if you would like to draw your own conclusions.

Austin Walker offers an excellent preview of Rainbow Six: Siege over at Paste.

Ben Chapman applies Stephen King’s adage to avoid adverbs to game narratives, examining the ways in which game dialogue tosses out nuance at the expense of emotional impact.

Brad Gallaway writes about Bloodborne‘s storytelling.

Eurogamer tries its hand at picking the 20 best PC games, in no particular order.

At Game Church, Christopher Hutton provides a brief but comprehensive overview of the history of mostly (as-of-yet) awful Christian videogames.

Gita Jackson offer some existential thoughts on games and failure.  "I wonder how seeing yourself die — because your avatar is you, in a sense — changes how we see our failures in our own life."

Grayson at Video Game Heart writes about the potential of games to encompass spirituality.

Have you wondered why video game characters bear precious little resemblance to the people you see on the street? PBS has. Its latest Game/Show episode dives into the reasons why bodies in games are so exaggerated, and finds that it's largely about the psychological associations you make with geometry.

Kill Screen examines the game design of real world monarchies.  Specifically, they describe how 18th century palace architecture was gated in a manner similar to modern videogame levels as a way of demarcating progress through social class.

Laura Hudson writes at Offworld about time management games and why they help her relax.

LifeHacker's Jon Harrison on learning accountability through video games.

Merritt Kopas’s book Videogames for Humans brings Twine authors, critics, players, and writers together in a series of essays on the quiet revolution of modern text adventures.

Thomas Howells waxes nostalgic over his childhood Game Boy.

Todd Harper examines the revelation that Kung Jin in Mortal Combat X is gay.  "The point, though, is to keep trying.  To acknowledge forward steps and course correct after backwards ones.  To keep forward momentum going and not be satisfied."

The Verge tell the story of N++, "a ninja game 10 years in the making."  N was great in 2004 when it was released as a free version.  Let's hope this new version contributes something worth the intervening years.


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