Writing for RPGFan, Andrew Barker argues that censorship is a necessary evil for the import of visual novels into Western markets – and, perhaps, for the continued success of the genre.
Oh, the Klobb. If you grew up in the halcyon days of Goldeneye’s 4-player, couch-bound multiplayer, then you’ve doubtless discarded this terrible firearm in your search for a better weapon. Edge takes an amusing look into the history of this justifiably hated gun and how it came to be.
It’s safe to say that Dark Souls and its newborn sequel command a strong influence over their audience.
Most folks attribute this to its brutal-yet-rewarding difficulty and the get-it-done, pioneer mentality it inspires in its world design, but this is not the full picture of its importance. Writing for Paste, Samantha Allen draws a parallel between Dark Souls‘ insistence on making the player find their way with her own impending genital reassignment surgery. In its way, Dark Souls has prepared her to face the uncertainty that will arrive with her new body. This the latest great example in a growing list of just how deeply Dark Souls has affected its audience.
It’s been awhile since our last pure games writing update, during which you may have missed this incredible critique of Gone Home and the value of forging stories and coherent narratives from multiple perspectives, investigation and backstory.
By most standards it’s dense, academic writing, but Short’s prose is detailed and her arguments are ironclad, creating nothing short of a fantastic read.