CFP: The Legacy of Radiohead's 'The Bends' 20 Years On [Deadlines: 29 Jan / 12 Feb]

 
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Thursday, Jan 8, 2015
Words can deceive. The way we fight reveals our true nature.

Generally speaking, I don’t miss having roommates. Those dishes in the sink are my own doing. The person-to-bathroom ratio is suitably low. I can walk around the house in various states of undress without offending anyone. It’s good to be king, even if your kingdom is a small apartment.


One thing that I do miss about living with a motley horde is being able to poke my head out into the hallway and instantly find a Smash Bros. opponent. Instead, I’ve been putting a considerable amount of time into the Super Smash Bros. for Wii U online mode. Because I haven’t yet abandoned my delusion of becoming competent at the game, I mostly play 1-on-1 “for glory” (meaning no items, no stage hazards) matches. It’s a unique experience that differs from your standard in-person Smash-fest in some key ways:


1. You have no rule options. It’s a 2-stock match with a 5 minute timer.
2. You keep playing the same person until one of you disconnects.
3. There’s no voice chat.


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Wednesday, Jan 7, 2015
The characters in This War of Mine live in a home situated in a larger world that is much colder, much more callous than the bright and cheery suburban void that the homes of The Sims exist in.

The dollhouse is a place to prepare for real life. Of course, most toys, most play has often served that cultural role. Play becomes a space in which children can try on different roles and practice their conceptions of those roles for the future. We play, we practice, and we prepare.


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Monday, Jan 5, 2015
It's a new year, but the Moving Pixels podcast revisits an indie darling that refashions a game out of the remains of a bygone era of gaming.

Using RPG Maker XP, To the Moon was fashioned out of the imagery and basic exploration mechanics of the sprite-based era of RPG games.


Less an RPG game, though, and perhaps more honestly a piece of interactive fiction with some light puzzle mechanics, what it does have in common with RPGs of that era is a commitment to telling a very human story despite its simple graphics and character sprites.


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Friday, Dec 19, 2014
The Masterplan is about a heist gone right.

There have been a fair number of heist games released in the past year or so—from the neon-noir chaos of Monaco to the war-in-the-streets battlegrounds of Payday 2 to the grand spectacle of GTA V‘s bank jobs. Then there’s The Masterplan, an Early Access Game currently on Steam. Normally I’d say that it has a lot of competition, but it stands apart by offering a kind of heist those other games purposefully avoid. While all those other games revolve around the moment when a heist goes wrong, The Masterplan is all about a heist gone right.


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Thursday, Dec 18, 2014
Amid the game’s palatial estates and ancient ruins, I found a story that hit much more close to home than I expected. With remarkable subtlety, the world of Dragon Age creates a personalized experience of race.

Warning: This post contains minor spoilers for Dragon Age: Inquisition.


My Inquisitor is a Dalish female with white hair. See, I try, whenever possible, to make game characters unlike myself. I want to roleplay in worlds with a different perspective than my own, and what better opportunity than in the blight-infected lands of Dragon Age: Inquisition? But even amid the game’s palatial estates and ancient ruins, I found a story that hit much more close to home than I expected. With remarkable subtlety, the world of Dragon Age creates a personalized experience of race.


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