infovore + killscreen   10

On Endings - Kill Screen
"There’s still a smell of bullshit to almost every videogame story I read, even as it’s advanced to a very high level being in The New Yorker and The New York Times Magazine. To me it derives from this politeness about the thing that’s experienced. In literary criticism there are really cutting deconstructions of things that are inadequate—Nabokov talking about what a fraud and charlatan Faulkner was—but there’s this really intelligent, but painfully milquetoast, quality to the way we appreciate games. It’s a reflection of how partially engaged we are with each one. We consider games primarily as ideas, rather than actual evolving relationships that we’ve had over time." Yeah, that. I enjoyed this discussion: I'm pretty sure you don't have to finish games to review them. Then again: I also think writing about games six months after they came out is way more interesting than trying to hammer through something to fit into a review cycle.
games  reviews  criticism  killscreen 
april 2012 by infovore
Kill Screen - No Ludo: The Illogical End
"Winning and losing are only defined in their relation to us. Their meaning doesn’t come from an abstract ideal that is buried in the rules of the game, but from our experiences in life, such as witnessing war; or watching Garry Kasparov’s erratic behavior during his matches with Deep Blue; or having once won the emotionally fractured heart of the blonde from class, only to have it crumble in my hands. A game like chess is meaningful because it comments on our wider view on culture—not because placing pieces in a certain position leads to an endgame." On the battle between the logic of systems and the illogic of meanings. Useful food for thought right now.
systems  games  killscreen  ludology  rules  mechanics 
december 2011 by infovore
Kill Screen - In Brief: Who Rules the Rules?
" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
games  writing  rules  systems  context  killscreen  lbjeffries 
november 2011 by infovore
Kill Screen - Magic Mistakes
"Q: I don't imagine that a design meeting with Takahashi is a typical PowerPoint affair.

A: He has singlehandedly invented the animated GIF as the design spec. It's fucking hilarious." Animated GIF as design spec. Superb. (And: nice interview with Stuart Butterfield about Glitch).
glitch  stuartbutterfield  killscreen  interview 
october 2011 by infovore
Kill Screen - Review: Duke Nukem Forever
"You also know about the Wait. The Wait is Ahab’s white whale; it is America at Ellis Island; it is the night sky to the Greeks. The Wait is a disgusting amalgam of dreams, memories, hopes, desires, and expectations. In fact, barring all else, this may be the only thing that you know about Duke Nukem." A lovely piece of nostalgia - and review-system-breaking-analysis - from Jamin.
killscreen  review  dukenukemforever  jaminwarren  games  reviews  scores 
august 2011 by infovore
Kill Screen - Review: L.A. Noire
"Cole Phelps has no health bar, no ammo count, and no inventory. He doesn't write journal entries, and has no safe house or property. He doesn't eat, doesn't sleep, doesn't smoke or drink or sleep around or go out with his friends. I have seen nothing of his wife and children, his passions, his hates or his desires. He walks into a crime scene and barks his introductions like a dog, rude and abrasive; petulant and bullying. He carries himself like a child playing dress-up, weak-chinned, pale, and aimlessly angry. Cole Phelps is kind of a prick.

But when I look at what's going on around him, I can't really blame him. What to make of this Truman Show-esque existence, this vast, toothless city? If I were trapped in such a purgatorial nightmare, I'd probably behave badly, too." This is good, and expresses in poetic and critical terms one of the many reasons I just don't care about LA Noire.
killscreen  lanoire  criticism  review  videogames  openworld  hollow 
june 2011 by infovore
Kill Screen - Profile: Bennett Foddy
"I have this colleague of mine who is an avid rock climber, and I’m trying to get him to play GIRP. He says that what I’m saying is like, “I’ve come up with this new formula of crack that’s ultra-addictive; why don’t you try this new crack I’ve cooked up?”" Wait, Bennett GIRP/QWOP Foddy was in *Cut Copy*?! Awesome.
killscreen  interview  games  bennettfoddy 
may 2011 by infovore
Kill Screen - Infinity Blade Review
If you're going to write a review for a digital medium about a recursive game, this is as good a way as any to do it. Bravo.
games  reviews  infinityblade  killscreen 
may 2011 by infovore
Kill Screen - Outbreak!
"There was one guy on the steps of a building and proselytizing the end of the world. My guess is that he was doing it for jokes, but if you’re in the middle of it with your friends exploring a world covered in blood, then there’s something in our understanding of the Black Death in the Dark Ages and people announcing the coming of the end that plays into the social fear." Kill Screen interview on the Corrupted Blood outbreak in WoW.
killscreen  games  epidemeology  viruses  wow  worldofwarcraft  interview 
april 2011 by infovore
Kill Screen - Review: Tetris
Twenty-two lines, ten words a line, just like the blocks.
killscreen  tetris  review 
february 2011 by infovore

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