
Despite my best efforts, I have been unable to narrow this list down to anything that is in anyway manageable. It’s been a great year for games- especially indies. At this point I think it’s more useful to look back at certain movements in this year’s releases rather than specific titles.
Naturally, in the course of that, we’re going to be discussing plenty of titles. I started out creating this “game of the year” list believing I didn’t have much to say about this year’s offerings. The more I looked, the more I found was there. This has been a great year for the single-author game; for grassroots and fan-driven projects; for outsiders; and especially for animated discussions about the medium. In this I’m very much in agreement with Michael Abbott– I believe we’re going to look back on 2012 as another important watershed year for games and criticism. The only lingering question I have remaining is– did it sneak up on you too? Or did you already pick up on it months before?
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By Kris Ligman
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Posted in Critique and Analysis, Gaming
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Also tagged a closed world, analogue: a hate story, assassin's creed iii: liberation, bhaloidam, bientot l'ete, black mesa, dan pinchbeck, dayz, dear esther, double fine, double fine adventure, dust: an elysian tail, dyad, dys4ia, ftl, howling dogs, indiecade, jim munroe, journey, katawa shoujo, la game space, lim, mainichi, mass effect 3, molleindustria, obsidian, papo & yo, porpentine, project eternity, retro/grade, slender, spec ops: the line, sportsfriends, super hexagon, tale of tales, thatgamecompany, the unfinished swan, the walking dead, thirty flights of loving, tokyo jungle, unmanned, videogame, wasteland 2, x-com
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Reposted from PopMatters Moving Pixels.
Culver City is one of the more curious neighborhoods of the Los Angeles sprawl, a sort of industrial version of Pasadena with much of the filmmaking history as Hollywood, but with only a fraction of its tinsel. Despite being wedged between Santa Monica and downtown, it feels distinctly suburban here, even just a tiny bit upscale–but still definitely middle-class, white-collar knowledge labor, not the town of either executives or bohemians. Even having lived almost exclusively in Los Angeles for the last five years, I’ve only visited two, maybe three times, and never before on (what might loosely be defined as) business.
I knew better than to expect anything on the scale of a major expo. The IndieCade independent games festival is only in its fourth year and is very much defined by its outsider status. While it does deliver a slick presentation, it isn’t the audio-visual heart-attack of E3. The term “adhocracy” –which Naughty Dog’s Richard Lemarchand used to describe his team’s development process at a Saturday panel– would seem to apply well to the overall structure of IndieCade. Games here exist pervasively and at the margins as much as they do in defined spaces, which well suits some of its featured games’ attempts to deconstruct and reconfigure play and space.
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By Kris Ligman
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Posted in Critique and Analysis, Fandom and Misc, Gaming
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Also tagged brenda brathwaite, celia pearce, coworkers, dear esther, gnarwal studios, humans versus zombies, indiecade, invaded!, jason torchinsky, johann sebastian joust, john romero, max temkin, naughty dog, ninja, richard lemarchand, trever moorman, william huber
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