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#MAWS shows us clark at his core
somereaderinblue · 1 year
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MAWS Beyond Theory
-As much as I want to see Batman introduced into MAWS, nobody’s saying it has to be Bruce under the cowl.
-What if there’s a brief time-travel shenanginans-esque episode where a hero from the future arrives?
-The hero: Terry McGinnis, the Batman of 2099!
-But why?
-The trio panic. They’ve heard rumors of how heartless Batman is so they assume the worst. Was he from an apocalyptic future where Clark turned evil? Was he here to off him before that future comes to be? Was this like the General hunting him down all over again?!?!
-But no.
-He’s here to help.
-Bonus: when Terry isn’t in the cowl on a mission, he’s a sassy little shit that revels in messing with all of them, have it be with future slang or offhandedly mentioning crazy events (look, the guy's arch-nemesis is a glow-in-the-dark skeleton & you wanna talk abt creatures in the sewer? He had to save his gf from a rat guy; he has lots of tea).
-The most heartwarming thing? He genuinely tells Clark that he looks up to him not bcz of the cape, but bcz of who he is under it. He sees Clark’s heart instead of Superman’s strength & makes sure he knows that.
-The mission (re: plot) is over & Terry leaves. Jimmy doesn’t stop using ‘schway’ for weeks.
-Fast-forward, Clark meets Terry’s predecessor & wow, he makes Terry look like a sunshine child in comparison.
.
.
.
-Double bonus: Terry returns to his time, in a Batcave where Bruce....and his other kids are. Showing us that in the future, Bruce retired but the family stayed together.
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nitewrighter · 2 months
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Hello! It's me, the person who accidentally sent you an ask 3 times because they weren't that it was received or even sent. Sorry about that.
I'd like to ask your opinions and thoughts about the latest episodes of MAWS. What do you think will happen in the last episode and how would s3 go forward afterwards? What difference do you think the MAWS crew and show would have made had they been allowed a 26 per season show run? What do you think of Sam Lane and his poorly decisions as a father impacting Lois? Do you think Lois's character development is growing her own confidence to stand as herself without letting her doubts shake her? What of Jimmy and Kara? Would you like a beach episode?
Eat your vegetables and drink water daily. May a gentle week come to you.
Honestly as far as cast and crew goes, there's not a whole lot I could tell you. What I can tell you is that it's hilarious to me that I put out this whole post talking about how, "Oh pssshhh these Metallo Drones aren't Metallo because they don't have kryptonite cores!" And then this episode comes out. And they have kryptonite cores. I'll say, sure, it's still not the visceral-ness of Corben's character, but you got me there!
I actually have a whole fic talking about Sam and Lois's relationship that I feel sums up a lot of my feelings on it. I feel like MAWS is one of the more sympathetic portrayals of Sam Lane, even while putting him in a directly antagonistic position.
Honestly I don't know what direction S3 will take. I don't want to re-hash anything too hard, but "Death of Superman" and its ensuing events is a really fun continuity, There's a lot of directions you could take that whole thing in. But mostly PLEASE PLEASE PLEASE do something with Hank Henshaw PLEASE. Fuck him up and let him level up as a hater. PLEASE.
I would love for a conflict at least adjacent to the Kenny Braverman/Conduit conflict. I would love for Clark to finally come to terms with what he wants for humanity as a whole when *his core* is fundamentally threatened and it's a threat that's intimate to Clark Kent rather than Superman. Like, this season we know Clark and Lois figured out they loved each other and they're ride or die for each other but also... did that love awaken new parts of the self? Will Clark ever see the identity of "Clark Kent" as his reprieve from being Superman and his connection with humanity? And I think you more or less hit the nail on the head for their projected character development for Lois--Lois as a character has always been flawed, and that's one of the things we love about her, but I think another thing about her character is that we're very used to seeing a very kick-butt hyper-competent bitch (affectionate) Lois, so this series taking the time of walking us through a very vulnerable Lois and having her come into her own as Clark is coming into his own as Superman I think is a pretty fun decision.
Honestly I've never been that big on Jimmy and Kara as a ship and for me, that's because Kara's character goes well beyond fandom shipping. I'm a hardcore romantic, but Kara's story won't find completion through a romantic interest, and honestly the same goes for Jimmy. But Kara and Jimmy are cute in MAWS, and MAWS is on the more romance-focused end of the spectrum of Superman stories so I can get behind it.
Of course I want a beach episode. Honestly I just really want them to get approved for more episodes per season so we can have a more plot/emotional breathing room.
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I’ve been thinking a lot about what makes for a legitimately helpful superhero who isn’t just a cop with superpowers and even less accountability for their violent actions, and I think it largely comes down to whether I would consider their approach to hero work as more like that of a firefighter or, well, a cop. Because the stereotypical thing for a superhero to do is like, fight criminals, stop muggers, foil bank robberies, that sort of thing, but not a lot of superhero media acknowledges that crimes are largely just symptoms of large-scale socioeconomic and political issues.
I mean, sure, if you’re bullet proof or whatever and there’s someone who’s about to get shot, then by all means stop the guy with the gun. But crime fighting in my opinion shouldn’t be the main focus of any superhero. A great superhero only fights crime in the sense that a fireman might “fight” things like arson and building code violations. The primary goal of a superhero should always be to protect people from danger and take steps to ensure any given disaster doesn’t happen again, or if it does happen again, to ensure that they’ll be more prepared for it the next time around. A great superhero should be fighting to create a world that doesn’t need them anymore.
Well-written interpretations of Superman are especially good at this actually, with a very recent example in the form of the show My Adventures With Superman. This Superman’s goal is never once to fight the bad guys just for the sake of it or because they’re committing crimes and he thinks they ought to be put in jail or anything. In fact, I’m struggling to think of any example in that show where Clark’s motivation in a fight against the villain of the week was anything other than to get civilians out of harm’s way and then save the human bad guys from themselves. This Clark doesn’t want to hurt or imprison anyone! He’s extremely aware of his overwhelming strength and power and capacity to break things by accident, having grown up in a world that may as well have been made of cardboard, and when we see Supes out and about doing casual Superman things, the help he provides is almost never about catching criminals. Most of the time, he’s rescuing cats from trees, helping lost children find their parents, saving people from getting hit by cars, stopping bridges from collapsing, catching people who fall from high places, rescuing people from burning buildings, that sort of thing. This superman is a firefighter type to his very core.
Even when he defeats Dr. Ivo, a man who Clark has been shown to despise for the ways he’s been using his wealth to uproot people from their homes (and for the way he treats women), he doesn’t turn him in to the police. Instead, he notes his state of critical health as a result of the side affects of the Parasite suit, and brings him to the nearest ambulance. Even objectively horrible people who have done terrible things aren’t exempt from Clark’s desire to protect those who cannot protect themselves. Fighting supervillains was never about fighting evil for him. The goal was always to bring people to safety first and foremost, then to de-escalate the situation, neutralizing the source of the threat without causing anyone unnecessary harm. That is what Superman is all about.
Moving away from MAwS for the moment and into the characterization of Superman as a whole, I think that all too often Superman writers who don’t understand the point of the character undersell the importance of Clark Kent, mild-mannered reporter in the ways Supes goes about helping make the world a better place. Far too often in media, superheroes serve only as defenders of an imperfect status quo. They prevent the villains from bringing about whatever change they have in mind that would make the world worse, but more and more often as of late supervillains have been written with pseudo-sympathetic goals and motivations. They’ll pay lip-service to real-world systematic problems and social issues, then proceed to immediately undermine the validity of their stated mission by attempting to fulfill their alleged motives through needlessly ruthless, violent and authoritarian means, which only serves to imply to the audience that any sort of societal change will only make things worse, and that the status quo is the best we can possibly hope for. A bad superman writer will have Superman help the world by punching bad guys really hard. A good superman writer will have him focus on protecting people and saving those in peril instead. But a great superman writer knows that Superman alone is not enough.
Saving people, while noble and righteous and something Supes alone could do to such an effective degree, is ultimately just a patch job. A great Superman fights for a world that no longer needs his help, and Clark Kent is a big part about how he does that. Systematic problems can’t be punched, and bulletproof skin can’t save people from it. Superman can’t encase police brutality in a block of ice, or cut systemic racism to bits with his laser eyes. The tools Superman uses to protect people in a direct, physical sense are therefore not the powers he needs to create real positive change. No, the only thing that can overcome that sort of monster is the spread of information. More specifically, the truth. That’s why out of all of Superman’s abilities, it’s his super hearing and X-Ray vision that offer him the greatest amount of power to enact positive change, because while both of those have their uses as the Man of Steel, they’re actually infinitely more useful to mild-mannered newspaper reporter Clark Kent.
Superman can take on pretty much any physical threat, which is why his greatest foes are always those who threaten the world with problems he can’t punch. Picture in your mind, if you will, Superman’s arch-nemesis. I don’t even have to say his name, do I? Sure, you might debate for a split second the importance of the more direct threats like Braniac, Doomsday, and Zod, but everyone knows who Superman’s true nemesis is, and it isn’t any of them. It isn’t anyone with special powers or the innate capacity to level entire cities, but instead Lex. Fucking. Luther. A human man. A rich CEO, a politician. The living personification of the problems Superman can’t punch. That’s why Clark Kent is so important. Because he’s a reporter for the daily planet. It’s his job to chase leads, seek out the truth and expose it to the world. And Clark hears everything. He knows how severely corrupt the police are, because he can hear them from his office. He knows how awful the prison system is, because he can see what goes on in there through multiple layers of concrete walls.
True, he has to hide his identity as Superman and thus can’t just tell his coworkers everything he sees and hears. And even if he could tell them, it would all amount to little more than hearsay. But Clark Kent can also just follow up on “anonymous tips,” or leave hints of a big story for his coworkers to find and sniff out for themselves. Honestly, being Clark Kent must take infinitely more restraint for Supes than being the Man of Steel, because if he follows up on too many tips or knows too well where to look for leads on too many scandals, he’ll draw too much attention to himself and lose his edge against the bad guys. Hell, even with ample amount of subtlety and restraint I wouldn’t be surprised if Clark came to earn something of a reputation around the office as the “spiders georg” of police corruption and political scandals. And all that on top of that one really good tumblr post about Clark cracking down on lead pipes in Metropolis. Like this man must be a journalism machine, the whistleblower to end all whistleblowers! Superman may be able to save the world, but Clark Kent is the one who can actually change it for the better.
Not to say Superman wouldn’t publicly speak out about these things as well of course. Save enough families from burning buildings and people are bound to start caring about what you have to say sooner or later. And what are the police going to do about it if fucking Superman calls them out? Shoot the man of steel? Arrest a guy who can melt through concrete just by looking at it? Call the fucking military to deal with a man who spends his time rescuing cats from trees and helping old ladies across the street? Superman represents everything that cops want us to think they are, and logically speaking he would fucking despise them. Because Superman stands for Truth and Justice. And all cops are bastards. Thank you for coming to my TED Talk.
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osteum · 6 years
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       HATED, HATEFUL, HATED. Hatred and malice were intertwined in the very fibers of his darkened soul, a man once consumed with nothing but ANGER had little else to live for... Without rage, he simply did not have a purpose, without rage... He would have to face the DEMONS that plagued him so. Within his beaten, B A T T E R E D mind, he simply could not see why someone like Clark would ever care to show KINDNESS to a creature, a monster everyone deemed to be irredeemable, without hope, and without a sign of forgiveness for the misdeeds that he was desperately trying to atone for. Sins were committed, blood was SHED, people killed because of their need for survival... And their need for vengeance. ( For he was not alone, a life-form was bonded to his very core, yet it remained silent... Still... For even it knew what Eddie needed most )
       Oh, how his body trembled with unbridled FURY, savage maw exposed, snarling at a man that wanted nothing more than to help. Help... HELP, HELP, HELP, no! Eddie didn’t need help, no, they were VENOM, VENOM didn’t require such a thing ━ but the man underneath... He was vulnerable, oh so vulnerable, old wounds torn, sinews open with the blood of his need pouring out of the weakly stitched scars. No one should see it, no one can see how broken he is beneath all the violent remarks, beneath all the harsh words, beneath all the A N G E R. He’s killed, he’s slaughtered, he’s been the HUNTER, the one everyone fears, the one everyone is so quick to judge... Eddie yearned for change, turning a new leaf, desperately trying to build a new cathedral over the ashes of the old... But people... P E O P L E could never understand!
       He was pure once, innocent, filled with aspirations and hope of a new tomorrow... But that was all GONE, GONE, G O N E. Nothing was left of the innocent child that desired justice in such a good manner, no more... Now he sought justice with the breaking of bone and the raking of their TALONS across flesh. Clark... SUPERMAN... So persistent, unrelenting in his endless pursuit of showing kindness and care for a man that believed he did not deserve it. Quick to push anyone away that desired to help, he has been ABANDONED, HATED by the people he has loved most, making their mark on a heart already H E A V Y with guilt and REMORSE. Eddie tried, he was trying to be good... Yet no one saw it... No one except Clark. How... How could ANYONE be so kind and loving, filled with nothing but compassion and empathy? It was so hard to believe that anyone like this could exist... Yet here he was, the fabled SUPERMAN, talking to a beast that everyone was so quick to despise. Within his boiling rage, words penetrated the thickened barrier that had been created over the expanse of decades... Words FILLED with passion and empathy... And Eddie could do nothing as that hardened, angry facade finally cracked. His bottom lip quivered, a shaky breath inhaled... And as Clark stepped forward, he did not move. No matter how much he willed his body to do so, it would not listen... He could do NOTHING but face the being that weakened him so.
❛  … who… who made you this way, eddie brock ? ❜
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       “... A lot of people... I can’t remember everyone...”
       A LIE... He would always remember the ones that hurt him so, his mind never let him forget, and he had no one to blame but himself for being so utterly alone. A father that never loved him, an ex-lover that took her life HATING and FEARING him, friends that died, friends that he never saw again despite their promises... Eddie has lost everything, then people wonder why he has become the monster they all fear and despise. MONSTERS are not born, they are MADE... Created through tragedy, hate, and left behind to rot... They are made without love. People... Humans forced him to be this way... But he was trying to be better now, he was trying to be a hero they could admire... Yet they call him a ‘ horrifying beast ‘, a ‘ cannibalistic monster ‘ that deserved no sympathy. The reality of it was... Eddie was tired, oh so very tired... The anger, it faded, and it left him with nothing but his buried SORROWS.
       “I never asked to be this way... I don’t want to be a monster to the people I’m trying to protect. Let criminals fear us, let criminals call us a monster... But not innocents... Not the ones I love.”
●┊@superel​ + continued from here┊
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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somereaderinblue · 1 year
Text
MAWS S2 Trinity Theory
So, everyone is theorizing how S2 might introduce more superhero characters to the point the finale involves the formation of the JL.
But yk what I think? I think we should take a step back.
For it to be the whole JL, it'd mean introducing a lot of new characters. Keep in mind that if S2 also contains only 10 eps, that's not a lot of time for each one to develop & for us to subsequently connect with. It'll also encroach on Lois & Jimmy's screen time.
Thus, instead of the JL, it should be the DC Trinity.
Introducing Bruce Wayne/Batman:
-It can be the usual playboy vers or maybe a younger rougher vers like Battinson. 
-MAWS can subvert his usual 'Beware the Superman' attitude & he instead comes to Metropolis for help (after some testing & stalking observing). It’d also be a huge middle finger to a lotta writers if he outright says something along the lines of ‘This guy? A threat? Please, actual puppies have more malice than him.’
-Maybe he strikes up an unexpected friendship with Jimmy over his conspiracy theories, bcz Bruce being Bruce would definitely be investigating similar cases with dead seriousness.
-He can also bond with Clark & Lois by making fun of other corrupt ppl in power (*koff* Lex *koff* Vicki). 
-He unknowingly shows them that like Clark, he too is a good person at his core. Instead of using his trauma as a Freudian Excuse to be horrible, he uses it to be better, stronger, all so a family can safely go home after a great movie.
Introducing Diana Prince/Wonder Woman:
-Maybe Clark assumes she's also a Kryptonian refugee. 
-She isn't, she's an Amazon but they still connect. They understand what it's like to have that inherent feeling of being an outsider bcz you'll always be that one adoptee amongst the billions of others born in the world you've given your heart to.
-Maybe Diana/Wonder Woman bonds with Lois. Lois confides with her abt the struggles with being a minority woman (due to her half Korean heritage) & Diana also admits her uncertainty in navigating Man’s World which isn't as black/white as her mother & sisters painted it to be.
-Jimmy is mostly fanboying bcz Amazons are real! Now he just has to know if they rlly live on an invisible magical island (they do).
-She meets Superman both inside and outside of the cape and she sees that this is what Man’s World is capable of bcz at the end of the day, despite the blood in his veins, Clark was raised by Man’s World. All his virtues and strengths were taught to him by Ma & Pa Kent, not Kryptonian soldiers or Amazon warriors.
I love the JL as much as anyone but I wouldn’t mind if the show finds a middle ground in focusing more on the DC Trinity. Each of them have endured loneliness, each of them are full of so much love they want to give to a world that’ll always choose to take first, each of them will always go above and beyond to do what’s right and save others naysayers be damned.
Most importantly? All of them deserve to be happy and maybe they can find some happiness with each other too.
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symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include the history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
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