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Escaping With Friends January 28, 2010

Posted by shoinan in Pimpage, Self-Analysis.
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Daniel Lipscombe’s piece furthering his thoughts on games and escapism, “The Great Escape”, has just gone up over at Resolution Magazine. As regular readers of my blog will know, I was a huge fan of his first piece on the subject, indeed writing my own responses to it. Those responses constituted two of my favourite things to write from last year. It was  - dare I say – rewarding to explore a part of my life I’ve tried to leave unexplored.

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Podcasts: BRPs 33, 34 & Special 5 January 26, 2010

Posted by shoinan in Podcasts.
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BRP Special 5: Most Overrated VIP of 2009: [mp3] [website]
a collaboration between 12 gaming podcasts

Episode 33: The Best of 2009: [mp3] [website]
with Joe DeLia, Gary ‘Xantiriad’ Blower, Eddie Inzauto, and Jeffrey Matulef

Episode 34: Gamers with Disabilities: [mp3] [website]
with Joe DeLia and Mark Barlet

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Pimp My Write (I Still Write) January 21, 2010

Posted by shoinan in Character Discussion, Pimpage.
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4 comments

Yeah, I do still write about games. 2010 has started a bit slowly for me, not for lack of trying – sometimes life is life. But I’m happy to report that my first freelance piece for play.tm has now gone up. It’s all on player characters and how I feel that there’s plenty of room for development beyond tired tried-and-tested tropes. How’s that for alliteration? Anyway, please check it out and let me know what you think.

Anyway, I should have a fair old bunch of stuff going up both here and around the web in the next couple of weeks, including my long overdue rundown of my favourite games of 2009 and the startling hidden truths about Princess Daisy. Well, maybe just one of those.

Oh, in other news: Very British Gamer is coming back. You have been warned.

Playing God: Validation Through Interaction January 10, 2010

Posted by shoinan in Design, Theory & Play Habits.
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6 comments

After watching Bill Maher’s anti-religion film Religulous, I found myself thinking about playing as the Almighty in Patapon. How lucky the Patapon are to have a god whom they can not only prove exists without doubt but with whom they directly interact, even to the point where they can cheerily call the Almighty “pal”. In reality, the inability to prove the existence of a god – let alone such a direct and familiar relationship with one – has made religions in general become increasingly invalid in the public eye.

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Patapon: Rhythm Action, Not Just Rhythm Reaction January 8, 2010

Posted by shoinan in Design, Theory & Play Habits, Game Criticism.
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Patapon was always going to be my first PSP game. I love rhythm games, whether in the mould of party-based humiliation (Singstar, Dance Dance Revolution) or of challenge that’s meaningless (Guitar Hero, Ouendan). Moreover, I’ve long adored Patapon’s quirky art and seductive four-beat mantras. For months I’ve mentally tapped out PATA-PATA-PATA-PON, sometimes out loud when boredom struck. I half-suspect the reason my girlfriend got me a PSP was to shut me up

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