Guys – and today, unfortunately, I am speaking to the fellas – we really need to talk. The misogyny and the sexism that’s been slowly seeping into video games and the broader gaming lexicon – it has to stop. Now.
I’ve actually been quite impressed with everything I’ve seen from The Last of Us at this year's E3. But the more I saw, the more vociferously one thought passed through my head: Please don’t make a sequel.
Home, the latest offering from independent game developer Benjamin Rivers, is amazing, although not for the reasons you’d expect. It's a narrative horror adventure that succeeds because it experiments with story structure in a way that forces you to reconsider the possibilities for interactive storytelling.
As derivative as it is, Ghost Recon: Future Soldier is exceptionally well made, with core mechanics that make for consistently engaging gameplay that runs smoothly in multiple scenarios.
We spoke to Benjamin Rivers, the Toronto-based independent comic book artist and game developer, about his upcoming game Home - a new 2D (and two-dollar) horror adventure for the PC that combines atmospheric visuals with intricate decision trees to convince players to scare themselves.
I arrive at Day Two of TOJam. Several individuals have brought sleeping bags and pillows and are sprawled out on the floor in corners and between tables. Nobody regards this as unusual.
I had originally intended to write one development diary chronicling my experiences as a first-time game developer at TOJam, but one article simply couldn’t contain everything that happened throughout the weekend. What follows is consequently the first in a three-part series telling the story of Apocalypse Later, a new adventure game about an ineffectual child hellbent on global domination.
TCAF may have been crazy, but it’s nothing compared to the encore. TOJam 2012 is currently underway and I’m getting a crash course in game design in one of the most intense creative environments imaginable.
Eric Weiss reflects on a seriously dorky weekend in Toronto, one that amazingly didn't include watching The Avengers.
After participating in one such game jam as a sound designer, Troy Morrissey felt that he just had to do more to contribute to the Toronto development community. He’s now directing Game Jam: The Documentary, a film that attempts to chronicle the unique experience of the Game Jam both in Toronto and beyond.
A few weeks ago, I had the opportunity to get some hands-on time with the PlayStation Vita at a Sony event in Toronto, but I’ve avoided the standard review/preview because I honestly don’t feel like I have anything noteworthy to contribute. I do, however, have a few thoughts about the Vita’s prospects and – to put it bluntly – I have my doubts about the handheld’s viability as a platform.
Jaime Woo is best known to Toronto gamers as one of the co-founders of Gamercamp, but he’s recently expanded his organizational portfolio with forallgamerssake, an art exhibit that seeks to explore the roles of gender and queerness in video games. We spoke with Jaime prior to the exhibit’s debut at the CSI Annex in Toronto, and what follows is a frequently hilarious and consistently uncompromising conversation about equality and representation in games, with detours for everything from Mass Effect 3 to condom warfare.