Sunday, August 28, 2016
Crit Links 28/8
The Legend of Zelda: Majora's Mask's dungeon design | Boss Keys -
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Inside Tokyo's Long Love Affair with 'Dance Dance Revolution'
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Review: No Man's Sky
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The Comeback of the Immersive Sim | Game Maker's Toolkit
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Improving on Pokemon GO - Making Better Augmented Reality Games - Extra Credits - YouTube
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Zoe Quinn Talks Project Tingler and Moving On: VICE Gaming Meets -
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Review: Deus Ex: Mankind Divided - YouTube
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Think of a game logo. Any logo. Chances are if you can picture one, it probably wasn't created in the last ten years.
Far be it for me to be that old man grumbling about how everything was better in the olden days... but one thing that was undeniably better in the olden days was this thing: game logos.
And here's the proof.
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We began with the idea that the female body, when made visible, is sexualized, and then moved on to how videogames have avoided this by creating invisible women, rendered so by their first-person perspective and fast movement. But to stop there would be a hopeless end, as if women in games will only find power in their physical absence and the traces they leave. Bound presents an alternate, it being a game in which the body is the most important aspect—after all, the main character is a ballerina. If you watch the trailer, even if you look at it for a second, you’ll realize that the player’s avatar in Bound isn’t sexualized at all, and it is wholly present. Maybe it’s because the creators want Bound to be a game about femininity as seen from the inside
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