On the End and H1Z1

H1Z1 is a zombie survival shooter set in a virus ravaged world. As the infection ends, it’s up for people to fight the environment as well as each other for a life in their new, post-apocalyptic reality.

That’s what it’s supposed to be about, anyway. But for me lately, in addition to killing people, it’s been about breaking up with my long-term boyfriend and a beige house along Mosquito River.

The house I’m talking about sits unassuming on the end of a block, a road to the front and a river to the back. It’s a two story home with a large garage, its architecture both modern and turn of the century, taking heavy cues from the era of plantations and southern belles. It’s neither dark nor light, just a mixture of brown and white that blend to be somewhere right in-between. It’s the largest structure in the Pleasant Valley neighborhoods to the east, sequestered away on a car packed street that forms a grid which feeds into Avram Highway—a long stretch of busy road that runs to Bubba’s Truck Stop if you go to the end.

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In Defense of Lara Croft’s Humanity: How a Trailer Changes Everything if Gamers Let It

Lara Croft sits on the chair in the shadows, her face obscured by her hoodie. A man is talking but she isn’t listening. Her leg and hands twitch involuntarily as he drones on. He’s her therapist and he’s telling her important things, but like I said, she’s not really listening. She’s somewhere else thanks to PTSD; a darker place, a place with torrential downpour and arrows flying and blood.

Lots of blood.

When I was sixteen, I went to therapy and I twitched and I was somewhere else as well. And then I was diagnosed with PTSD–the flashbacks not of rainy cliffs and murdered men, but flashbacks nonetheless.

That’s precisely why I’m excited for Rise of the Tomb Raider which was announced at E3 today. I mean, in addition to the amazing gameplay, graphics, and unique story it will undoubtedly contain. I’m excited because it’s nice to see the series continuing the path on which it started in making video games’ first dynamic and realistic heroine.

At least, as realistic as a fictional character with infinite lives can be anyway.

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