Posts Tagged ‘The Sunday Papers’

The Sunday Papers

By Graham Smith on November 23rd, 2014.

Sundays are for a thousand different things, so it’s a short Papers this week. Back to regular service time, and there’s still plenty of fine words below.

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The Sunday Papers

By Graham Smith on November 16th, 2014.

Sundays are for cursing international football for ruining your normal, relaxing weekend entertainment. They are also for roly-polying across computers screen in fits of indecision. Play a game? Which game? Perhaps you should read.

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The Sunday Papers

By Graham Smith on November 9th, 2014.

Sundays are for seeing off family, but there can be time left over for a quick run through the week’s best games writing. Let’s do this.

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The Sunday Papers

By Graham Smith on November 2nd, 2014.

Sundays are for baking scones and playing videogames. Endless Legend? NEO Scavenger? MGSV: Ground Zeroes? Bayonetta? I can’t decide. Perhaps some fine writing about videogames will help point me in the right direction.

  • Kill Screen write on the architecture of Silent Hill 2 in The Basement’s Basement. One day Adam is going to turn up at my house and force me to play this game.
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    The Sunday Papers

    By Graham Smith on October 26th, 2014.

    Sundays are for getting organised, but that’s not what we’ll do. We’ll instead put our feet up, play games, eat pizza, and let the work come at its own pace.

    • Electron Dance write about Vault The Grave, a Watch_Dogs meme I missed. After visiting your niece’s grave and grieving, the game offers the same floating button prompt above the tombstone as it offers for all low-walls.
    • I don’t want to shake the Gamer Republic out of its “dumb stupor” and realise how awful this moment is. Your average gamer is not even going to clock it aside from a chuckle. The success of the AAA videogame industry proves that players are pretty good at maintaining a Chinese wall between agency and narrative. Every open world-cum-story has the same problem, the promotion of the world as a system. This is business as usual.

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    The Sunday Papers

    By Graham Smith on October 19th, 2014.

    Sundays are for writing, writing, writing. If we’re going to spill words across the screen, we better first fill ourselves up by reading those left by others across the past week.

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    The Sunday Papers

    By Graham Smith on October 12th, 2014.

    Sundays are for ingesting mystery (legal) substances in the name of science. Before we consume mystery, let’s consume the week’s best writing about videogames.

  • The BBC ran an article this past week about sound design in videogames, talking about Alien: Isolation, FIFA, and the hard work that goes into absorbing you in a location.
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    The Sunday Papers

    By Graham Smith on October 5th, 2014.

    Sunday are for getting back to long delayed Numenera campaigns, to refresh your memory about what those people want who did the thing after the other thing happened in the place where we were at. It’s great! You should play it.

  • Simon Parkin continues to do fine work at the New Yorker, writing about Destiny’s unintended critique of consumerism:
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    The Sunday Papers

    By Graham Smith on September 28th, 2014.

    Sundays are for recovering from the previous day’s excursions. Can peanut M&Ms alone rejuvenate a frail human body?

    • The ever more wonderful Electron Dance turns its attention to the first open world, Mercenary: Escape from Targ. I did not know or had forgotten this game existed, which makes reading about it like stumbling into a parallel dimension.
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    The Sunday Papers

    By Graham Smith on September 21st, 2014.

    Sundays are for transcribing 20,000 words of interviews long ago recorded, but before I type my fingers into bloodied stumps, lets round up the week’s best wordythoughts about viddygames.

  • Time sent a war photographer into The Last Of Us, which is a great idea I wish was carried out in Arma 3.
  • None of the game’s characters show distress, and that to me was bizarre – it’s a post apocalyptic scenario, with a few remaining humans fighting for the survival of their race! To be successful, a player must be the perpetrator of extreme, and highly graphic, violence. I’m interested in a more emotionally engaged type of photography, where the human reaction to a scene is what brings a story to life. That was tough inside this game. Occasionally the characters show anger, though generally they’re nonchalant about the situation they’ve found themselves in. In the end, their emotions mimicked that of the zombies they were killing.

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    The Sunday Papers

    By Graham Smith on September 14th, 2014.

    Sundays are for looking. Scrabble around your brimming shelves until you find it down the back of your Gamecube games. A lighter, still full. Flick it on and hold it underneath your monitor till the heat warps the plastic, the frame cracks, and liquid crystals start to dribble on to your desk. Trepanning is the only way to get the madness out.

  • Mark Johnson is working on Ultima Ratio Regum, an ambitious procedurally generated 4X roguelike. Before that, he once tried his hand at making a living as a poker player, and he writes excellently here about the power games have when you invest in them fully. It’s a story about losing.
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    The Sunday Papers

    By Graham Smith on September 7th, 2014.

    Sundays are days for rest, which means finding joyful things with which to recharge and refresh ourselves before a new week begins. Is such a thing possible on this internet? Let’s hold hands and try together.

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    The Monday Papers

    By Graham Smith on September 1st, 2014.

    Sundays are for wandering around Croatian national parks in glorious sunshine. Mondays, meanwhile, are for sitting inside Croatian apartments, watching thunderstorms roll by the window. And for belatedly rounding up the week’s best writing about videogames.

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