Video Games

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This community is focused on discussing video games as a form of art, and as pieces of media in a historical context.

Rules:

  1. No news unless extremely necessary, that kind of content is generally better in /c/gaming.

founded 4 years ago
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cross-posted from: https://lemmygrad.ml/post/7354020

This is one Direct before the Nintendo Switch 2 Direct on April 2nd that's coming up soon

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cross-posted from: https://lemmygrad.ml/post/6483470

Hideo Kojima at around 2:41:00.

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cross-posted from: https://lemmygrad.ml/post/5362703

They're either pixel-shit or wastelands or some shit.

At times, they seem very grey-ish, like the Dune duology by Denis Velleneuve.

The color palette's just not doing it for me.

And at times, the gameplay is the same... Remember when Nintendo made games with more gameplay "gimmicks"? I miss those "gimmicks" because they made things interesting, but at least Echoes of Wisdom (the new Zelda game) will have something like that... Even the Indie games can sometimes over-use the Unity engine or Unreal Engine 5.

It may be because I'm depressed, but aside from OMORI, which is also a bit derivative from other RPG Maker games (I still love it), nothing really... Idk, looks interesting?

h a l p

I just had a thread about suggesting me games, but I'm running into the same problem as before.

...I... probably should at least try them, at least some, but I feel like I'll run out of games that ARE good and then quickly bump into games that ARE bad. I don't know. Maybe just me. Probably lol

Thoughts? Do you think too many games nowadays look the same or "samey"? Do you think many have this problem?

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cross-posted from: https://lemmygrad.ml/post/5340372

What do you think?

Is this the "lost Oracle game," as this video speculates?

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cross-posted from: https://lemmygrad.ml/post/5340202

What do you all think?

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This hits hard 'cause I was one of the fans so hopeful that Starbound would be Terraria 2 (In Space), and backed it on Kickstarter.

The presentation is a bit editorial at times, but I feel it's a pretty good overview of the game and the context surrounding its development, hype, and downfall.

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cross-posted from: https://lemmygrad.ml/post/4063452

Has anyone else played this game at all?

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cross-posted from: https://lemmygrad.ml/post/3976697

Uhhh...

...Idk.

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@videogames
https://youtu.be/S0zTiHiRML4

Who wants to collaborate with me

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cross-posted from: https://feddit.de/post/255960

First they force everyone on a microshit account, then ban you from your own server for drinking a beer...

GODDAMNIT EVERYTHING MICROSOFT TOUCHES TURNS TO SHIT.

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The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.

Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.

One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

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The opening shot of Kane & Lynch 2: Dog Days is of a cheap consumer-grade camcorder, its fold-out LCD screen showing the titular protagonists being tortured by an unseen hand; bloodied, blown-out and bruised with noise, sitting just out of frame.

It is a shot which is reflexive in the extreme, its central image-within-an-image muddled with a haze of digital noise, as if the camera-eye we are witnessing was turned, impossibly, on itself. It creates an unsettling distance, the sense of an inhuman perspective set at a remove from the acts of violence it depicts. The player will witness everything through this cold, unsteady camera-eye, not just the bloody but oddly unspectacular violence they direct, but also the city that shelters it: Shanghai, made exotic not just through its strangeness but through the opacity of the lens we are given to view it through.

K&L2's Shanghai is impossible to separate from this perspective, from the humming digital noise, acrid lens-flares and compression artifacts that populate its streets as if they were its citizens. This is not just because of their aesthetic ubiquity, but also because of how it has been built. The noise, the compression, the color distortion has all been baked into the digital masonry of this flickering city. Its skyscrapers don't end in neat edges; they explode into an over-exposed sky. Its textures and surfaces are not just detailed with the imagined stains, decay and damage of an invented world, but also the distortions and errors of a flawed camera-eye.

So when I sought to capture this singular depiction of a strange city, to explore its aesthetic codes and consequences, I wanted to do so without stripping it of its powerful materiality. Perhaps one of the most fascinating things about K&L2 is how its precise observation of the material qualities of cheap camcorder lenses and sensors brings attention to the screen it is played on. The LCD panel sitting before the player is recast from unsightly barrier to a collaborative canvas, its own distortions and limitations elevating and harmonizing with the game's simulacrum of low-grade video.

This was how the idea of pointing my own camera at this potent screen suddenly became obvious to me, both as a partial recreation of that first image, and a deepening of it, a following of its logic. Now, over the next pages, this strange city flowers with the grain of chemical film too, adding impossible twinnings of analogue and digital to the architecture of noise that defines this city of strays.

GDM

All images: 35mm B&W, Fujica STX-1, Gareth Damian Martin.

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Thanks to a thought-provoking email from my friend and colleague Florence Smith Nicholls, I wanted to explore the ideas of mapping and colonialism in No Man’s Sky, something I had neglected to consider when conducting the Legacy Hub Archaeological Project for my PhD case study. The idea of colonialism in No Man’s Sky came up when I attended the Decolonize Mars unconference and met Tahir Hemphill, the Chair of Education for the Library of Congress. When I told him about the game and what the archaeologists were doing there, he wasn’t concerned with what the archaeologists were up to, but rather what the player-community was doing based on the game’s existing mechanics. His main issue was the fact that players could rename everything: systems, planets, animals, plants, points-of-interest, and that this would overwrite the indigenous names assigned by the game’s procedural algorithm. It seemed that players were encouraged by the developer, Hello Games, to adopt a colonialist attitude towards space exploration.

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Are video games art? This fundamental question has fueled debates for years, and the conversation continues today. While the medium's cultural value is undeniable, this topic nevertheless evokes strong opinions.

Among the games at the center of this debate, one trilogy in particular stands out, created by Japanese designer Fumito Ueda. His creative approach, offering something that didn't yet exist in other games, set the road map for each of his works: ICO, Shadow of the Colossus, and The Last Guardian.

These three works share the same aesthetic, the same video game design philosophy, and even the same universe. Above all, these three works give us a look at the man behind them and his obsession: to offer a different perspective on video games.

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