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Papers please game analysis
Papers please game analysis




I am always skeptical of articles like theses and the comparisons they draw.Ĭhung claims that the "monumental task" of modeling "cabinets, floors, tables, salt-shakers, egg-beaters, kitchen sinks… would crush like a bug," to explain why his work is so minimal. I’ll go through them in depth in just a moment.Īt Zam, Yussef Cole examines Brendon Chung's games (Quadrilateral Cowboy, et al.) in the context of art history. Plus they can be used to create so many different effects - I’m finding more uses for them all the time. These are really useful little curves that can break up the patterns and help to create a more realistic aesthetic. This effect relies heavily on a simple little trick - compound sine curves. To spend some time basking in it, I enjoyed this graphics analysis of the game water.

papers please game analysis

I love how Wind Waker looks and felt great despair that people pitched a fit over its bright, cartoon graphics at the time of release. I’ve also noticed plenty of card games, where I assume you either use real-world cards that are scanned or digital cards that you collect to your account. But for other games, it can be your actual progress. For fighting games, this will primarily let you keep track of your stats, rank, costume unlocks and other similar vanity things. Almost every cabinet will ask you for some card or account (I’ve noticed Nesica cards primarily, but there might be more). I’m not talking about actual gameplay-complexity as much as a focus on persistence. Something that also reinforces this is the complexity of arcade games I’ve seen. Arcades were “where you go to play exclusive stuff” for us, but for Japan it became another social space.

papers please game analysis

While arcades in the West kind of died out when consoles became as strong as arcade cabinets, that wasn’t really a factor in Japan.

papers please game analysis

There's nothing revelatory in this article about Japanese arcades, but it made me long to live in a country where games were a public, social activity. As gamers, we know that a well-designed game mechanic can convey meaning more efficiently than a novel or film. Because we as an industry fail at the first two, my friends don't get to experience that gaming is perhaps the most powerful medium for learning and for growing and changing as a person. So my friends want not to be repulsed, to recognize their own tastes, and to find depth. Set aside the nitpicking and talk about its content, yeah?

papers please game analysis

We linked this in its own post earlier in the week, but Brie Code's Videogames Are Boring is the week's best article, so here it is again. Sundays are for hoping the weather is good so you can go out for a walk, but if it's not, making a batch of roast potatoes and gravy at home instead.






Papers please game analysis