Found via Rock, Paper, Shotgun, Bill Harris writes a post about that racism-referencing Resident Evil 5 trailer, as recently pointed out by a much-demonized man named N’Gai Croal. I think Harris is right when he says that the trailer is racist, but that its creators probably aren’t.
Monthly Archives: April 2008
Noitu Love 2: Variations on a Theme
Joakim Sandberg has just released Noitu Love 2: Devolution and I highly recommend you check it out. You can pick up the demo for free, but it’s worth the $20 for the full version. It’s the answer to a single burning question: what would happen if you made a platformer that properly incorporated both mouse and keyboard? It gives three perfect answers. Click through for the discussion and minor spoilers.
The Sims and Constraint
No sooner do I post about constraint in games than Shamus Young over at Twenty Sided contradicts me. Continue reading The Sims and Constraint
Yume Nikki and Constraining the Player
Earlier this week I played a game called Yume Nikki (or Dream Diary, apparently) by Kikiyama. A post on the IndieGames.com blog turned me on to it; you can get an English translation (with complicated installation) there. The game is about a girl who refuses to leave her room and her journeys through creepy and labyrinthine dreams. The game is one of the most open and goal-less games I’ve played in a while, and it brings up some questions on the nature of goals in games.
Continue reading Yume Nikki and Constraining the Player
Karoshi 2.0
I just finished Karoshi 2.0 by Jesse Venbrux. It’s the sequel to the game Karoshi, which I discussed in Episode 009. It’s interesting what choices Venbrux took with this sequel; the original had gameplay centered around pushing boxes and touching switches, with rules that were generally understood by the player ahead of time. The sequel, however, is much more metatextual.
Continue reading Karoshi 2.0