(Some spoilers for the first three episodes of Life is Strange here, but painted in broad strokes.) Now that we’re halfway through Life Is Strange, with two episodes to go, the game is shaping up to be quite the experience. While some of the major plot events are so heavily […]
Design and Development
[Spoiler warning: The following post covers some potentially triggering content and contains major plot spoilers for Life is Strange Episode 2: Out of Time and some slight conversation/situation based spoilers for Life is Strange Episode 3: Chaos Theory.] The warning signs were there from the start of the second episode: […]
Last October, Sega released Alien: Isolation, and much of the discussion around the game has dealt with its pacing, its level of difficulty, its relationship and faithfulness to the film franchise, and whether or not the game is successfully scary. Relatively little discussion has occurred, however, regarding the manner in […]
I’ve been doing a lot of research in the past months into representation in video games, particularly gender representation, with a few forays into racial representation. As a woman who prefers to play as a woman whenever possible, this is an issue close to my heart, and it’s one that […]
There are a few things I noticed in the Final Fantasy XV Duscae demo that have made me a bit concerned for the highly anticipated upcoming addition to the Final Fantasy series. The automatic camera angles are jarring and have a nasty habit of changing right when you’re trying to […]
Consider a few of the common components that comprise a narrative: complex characters, conflict, setting, resolution, dialogue, etc. Is dialogue a necessary element? Is a silent protagonist capable of weaving a powerful story that captivates and inspires? I find that videogames are comparable to picture books because they’re both visual mediums that can be visually read or interpreted. In […]
State of Decay feels very diverse; you begin story mode as a black man and the first person who joins you and your friend is a Latina. In Lifeline, you begin as a female soldier fighting alongside a Hawaiian man and a black man. Often, in Breakdown, it’s easy to play […]
When I tell people I teach game design, they often immediately assume I do programming. And yes, I do some of that, but as anyone that teaches game design will tell you, it’s much more than that. Increasingly I think of my job as advocating for a compositional approach to […]
The line between adventure games and interactive fiction is at best a little blurry, and sometimes doesn’t exist at all, and finding that line in author Matthew Burnside’s forays into interactive media and games is a particular challenge. Often, in adventure games that skew toward interactive fiction, the plot’s the […]
Last week, I reviewed the first hour of Flying Mollusk’s Nevermind, which mostly meant I worked my way through the training session and a bit of the first real part of the game. In my initial gameplay, I was introduced to some heavy possible directions for the narrative: an alcoholic mother, […]
Does someone who hates you deserve your pity? Your understanding? You empathy? A friend of mine once said that she feels bad for the men she argues with on sports fan websites, because it’s clear no one has ever loved them. They’ve never been touched by a hand that signified […]
Last week, I shared some analysis of gender signifiers in character models from State of Decay, a game that seems to do a good job of presenting practically dressed and designed characters, while also featuring some diversity in body types and more. A commenter pointed out, however, that including some […]
The Final Fantasy franchise is certainly known for some “offbeat” character outfits. Between the excessive ornamental decoration and strange mishmashes of different styles and themes, fans have come to expect unique interpretations of style in every new edition. After years of some visually stunning and detailed but occasionally odd clothing […]
With the release of the upgraded State of Decay Year One Survival Edition just around the corner, it seemed a good time to revisit the original game, which I explored at length over the months after release in terms of realism and representation (as well as gameplay and mechanics). At […]
In the first of what we hope will be a robust series, we present a critically focused Let’s Play of the second episode of Dontnod Entertainment’s Life Is Strange, in which we explore representation, characterization, mechanics, branching narratives, and choice lines from two very different playthroughs.
This week, I’ve been playing Life is Strange, rereading I am Charlotte Simmons, and thinking about unlikable characters. Both Life is Strange and I am Charlotte Simmons are filled with characters that I just do not like, but nevertheless I’m fully invested in both narratives this week. Unlikable characters often […]