On the End and H1Z1

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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The Absent Woman: Ubisoft and Rockstar’s Huge Oversight

When I first saw Zoey from Left 4 Dead, I was instantly sold on Valve’s version of the zombie apocalypse. Standing in an elevator, hordes of the undead outside, she turns to Louis and goes: “Game over, man. Game over.” Not only was she good with a rifle, she also was an Aliens fan–a character after my own heart.

This isn’t an analytical, introspective post. I’m not going to talk about ludonarrative dissonance or pretend I care about agency on some deep level.

No. This is a love letter to Zoey—and to those before her as well as those after. To Aya Brea, to Impa, to Lilith, to Claire Redfield, to Regina, to Kerrigan. This is about how they made me who I am today by simply existing and giving me something to aspire to.

Unfortunately, it’s also about how disgusted I am right now thanks to Rockstar and Ubisoft. How let down I feel. How tired I am of their excuses.

And how I’m done accepting them.

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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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Hearthstone patch analysis for 1.0.0.4217

During BlizzCon 2013 last month, Hearthstone’s panel shed some light on the future of the game–promising more content and some important changes to cards like Mind Control. This week’s recent patch delivered a part of the package, seeking to balance some particularly annoying cards that are overplayed at both casual and competitive levels.But was it successful? Let’s break down the changes to these cards, how they will affect the evolving metagame, and Hearthstone’s progress as a fledgling entry to the esports scene. (more…)


OGN and 3.14: Sometimes it just takes Korea to prove that the sky isn’t falling

In a game largely defined by and closely tied to its competitive scene, playing 3.14’s release without any professional guidance was rough. Vision was thrown to the wolves, junglers struggled to adapt, and supports had no idea what items to buy after Relic Shield was quickly balanced. Even at higher divisions, games were chaotic blood baths.

It felt a little like the sky was falling–and that’s not surprising. Players had a lot to adjust to and no one to lead by example. It’s not an easy task. (more…)



Patch 3.14: A detailed analysis of Riot’s vast changes to the metagame for season 4

Any veteran League of Legends player isn’t a stranger to preseason madness–anyone played during the lull between the past two seasons still has flashbacks to the days of Black Cleaver and Warmog’s. But with a relatively calm lead up, featuring detailed explanations from Rioters on the game design team explaining every change and why they were happening, season 4 looked like it could work out for both the casual and competitive scene. (more…)



Analyze This: Heimerdinger and Sivir’s reworks

The recent League of Legends patch did more than just nerf some overpowered assassins as we covered last week.

In fact, patch 3.13 actually managed to fit in buffs to several champions including Heimerdinger and Sivir. Criminally underplayed, these two both had the distinction of being some of the Fields of Justices’ least liked characters–spending the entirety of season 3 gathering dust. Over the past few weeks, however, both of them received significant kit changes. Sivir even got a visual rework along with the changes, finally putting an end to her ridiculous moonwalking. (more…)



Why Hearthstone Matters: A Primer

Hearthstone took the gaming world by surprise.

When it was first announced at PAX East this year, people were disappointed Blizzard’s big announcement was just a card game. Fast forward to this Fall, however, and it’s the only thing gamers are talking about. Hearthstone quickly became one of the most popular games on the internet and a robust community sprouted up overnight. And, perhaps in the most surprising news, Razer even signed a professional Hearthstone player this October.

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The Rise and Fall of the Assassin Meta

From xPeke to Faker, everyone’s eyes were on the mid lane during this year’s League of Legends World Championships. Assassins stole the show with their high mobility and absurd damage. Ahri, Zed, Fizz, and Kassadin were heavily contested each game by being banned or picked nearly every time. Their popularity in the competitive scene quickly carried over to solo queue as well. Players soon learned that you either ban out champions like Kassadin or you lose–much like Cloud 9 did in the quarterfinals to Fnatic. (more…)



This Isn’t the Article I Wanted to Write About Tomb Raider

This isn’t the article I wanted to write about Tomb Raider. In fact, I had an article that was a lot more poetic; there were lines about agency, the environment becoming a character, and how Tomb Raider truly was a next gen title that was my game of the year.

Instead this is an article about Lara Croft being choked to death.

There’s a scene fairly early on in the game where our young, intrepid heroine is being stalked through the forest. Her innocence is shattered; her friends are being brutally shot around her, their screams echoing in the distance as they’re murdered. She crouches against some old ruins at one point, finding a brief reprieve from the horrors she’s witnessing unfold. Suddenly a man surprises her, grabbing her and lifting her up by her throat. His hand clamps over her throat and he begins to choke the life out of her. She starts struggling. She has seconds to live.

If you don’t hit the right series of buttons, she’s choked to death in front of you. Her body goes limp in his hands, her face goes blank, and he laughs the cruelest of laughs.

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