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Fancy setting us a gaming challenge? Get in touch here!This week on the Gaming Blender we draw 'Walking Simulator' again but this time we venture out into the new world making a narrative choice game based around a humble caravan. There's a lot of Switch 2 chat along the way as well. Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQKeep blending!
Fancy setting us a gaming challenge? Get in touch here!We hope you have your walking boots on! This week Scott and Matt take a dive into walking simulators combined with some Dark souls difficulty and the results are out of this world! They also take some time to discuss the reasons behind the closures of one of Matt's favourite studios, Monolith. Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQKeep blending!
This bonus content is a reading from Platypus, the CASTAC Blog. The full post by Yifan Xia can be read at https://blog.castac.org/2025/03/what-are-walking-simulators-ethnographically/. About the post: “Gaming” is conceptually branching out. It “virtually” overlaps with museum visuals and actively engages with lived cultures and heritage. Both developments point out that perhaps even with the prevalence of computation, there is still something we can learn from sociocultural anthropology, especially the anthropological ways of writing cultures – ethnography.
Auf den ersten Blick scheint sich hinter dem japanischen Titel Yomawari ein ziemliches niedliches Spiel zu verbergen. Doch das ist nur die halbe Wahrheit wie Teresa mit ihrer Gästin Ana (Eurogamer, Anatainment auf Twitch) feststellen musste. Die Mischung aus Walking Simulator und Horror forderte die beiden ganz schön heraus. Das ging soweit, dass eine der beiden das Spiel nicht beendet hat. In der neuen Episode Alt + FE4R findet ihr heraus wer gescheitert ist ob das Spiel trotzdem gelungen ist.
Certains recherchent des épopées infinies où l'on s'égare des heures dans des mondes vastes et riches. D'autres préfèrent des récits courts, percutants, gravés dans la mémoire comme un éclat de lumière. Entre la satisfaction d'un jeu qui en donne « pour son argent » et le charme éphémère d'une aventure concise, chacun vit la durée de vie à sa manière. Et au-delà du chronomètre, quels souvenirs, quels sentiments ces heures passées laissent-elles en nous ? On se retrouve avec Jül, Inksushi, Stephen, Axel et Julien pour une discussion intemporelle sur la manière dont les jeux rythment nos vies et façonnent nos émotions, une partie à la fois.Pour nous suivre : https://linktr.ee/pointnthinkPour nous soutenir : https://www.patreon.com/pointnthinkDiscord de Point'n Think : https://discord.gg/ZQMRzCCDHébergé par Ausha. Visitez ausha.co/politique-de-confidentialite pour plus d'informations.
We didn't start the fireFirewatch is the only release of indie game studio Campo Santo, but made quite an impact when it came out in 2016. Four Retro Encounter panelists played Firewatch recently, and today discuss everything from Firewatch's quotidian gameplay, clever use of anticlimax, and fabulous dialog both in writing and performance. So did we find Firewatch enlightening, disappointing, or just a pleasant walk in the woods? Listen to find out! Featuring: Michael Sollosi, Aleks Franiczek, Jonathan Logan, Rob White; Edited by Michael SollosiOpening and ending music by Miles MorkriGet in Touch:RPGFan.comRPGFan ShopEmail us: retro@rpgfan.comTwitter: @rpgfancomInstagram: @rpgfancomFacebook: rpgfancomTwitch: rpgfancomFirewatch on RPGFan
Kurz bevor es für Kai in den Urlaub an die Ostsee geht, macht er noch einen kurzen Ausflug in die Nordsee. Im neuesten Spiel vom englischen Entwickler The Chinese Room verschlägt es ihn in der Rolle von Caz McLeary auf eine Ölplattform. Still Wakes the Deep ist dabei nicht wie erwartet ein Walking-Simulator, sondern hat Anleihen bei der Amnesia-Reihe. Ob und wie sich dieser Umstand auf die Wertung auswirkt, erfahrt ihr wie immer im Test. Viel Spaß damit P.S. Der Podcast verabschiedet sich mit dieser Folge erstmal in die Sommerpause. Einen schönen Urlaub euch allen, bzw. schöne Ferien.
Ankos absolutes Lieblingsspiel, wenn es um Story geht. Im alten Stil geht es von A bis Z durch die Story. Wir diskutieren wichtige Szenen, beschreiben unsere Lieblingscharaktere & eventuelle Probleme mit dem Spiel. Lauscht rein! Leuchttürme 00:00:00 - Intro, SPOILER & junger Dad 00:03:37 - Dreifache Explosion, Schafe im Arm & Backsteingesicht 00:21:00 - Gameplay, Fabian liebt das Spiel & das Spiel "klickt" 00:41:00 - Museumstrip, Walking Simulator & Bill 01:08:42 - Get on with it!, Feuergefechte & die Brüder 01:22:07 - Briefe von ISH, der Schütze & Tommy 02:01:05 - Flammenwerfer?, Gejagte Jäger & tierische Begegnungen 02:29:21 - Nichtschwimmer, Fireflys Katharsis & Entscheidungen 02:43:45 - Abmoderation & Aussichten Wie ihr uns erreichen könnt: Unser Discord / Unsere Mail / Unser Twitter Ankos Twitter / Ankos Reviews / Ankos Twitch / Ankos YouTube Lasst ein Feedback da, gebt uns Rückmeldung und fühlt euch unterhalten! Unsere Intromusik wurde von dem talentierten Gary Butterfield kreiert, zu finden auf Duckfeed.
Ankos absolutes Lieblingsspiel, wenn es um Story geht. Im alten Stil geht es von A bis Z durch die Story. Wir diskutieren wichtige Szenen, beschreiben unsere Lieblingscharaktere & eventuelle Probleme mit dem Spiel. Lauscht rein! Leuchttürme 00:00:00 - Intro, SPOILER & junger Dad 00:03:37 - Dreifache Explosion, Schafe im Arm & Backsteingesicht 00:21:00 - Gameplay, Fabian liebt das Spiel & das Spiel "klickt" 00:41:00 - Museumstrip, Walking Simulator & Bill 01:08:42 - Get on with it!, Feuergefechte & die Brüder 01:22:07 - Briefe von ISH, der Schütze & Tommy 02:01:05 - Flammenwerfer?, Gejagte Jäger & tierische Begegnungen 02:29:21 - Nichtschwimmer, Fireflys Katharsis & Entscheidungen 02:43:45 - Abmoderation & Aussichten Wie ihr uns erreichen könnt: Unser Discord / Unsere Mail / Unser Twitter Ankos Twitter / Ankos Reviews / Ankos Twitch / Ankos YouTube Lasst ein Feedback da, gebt uns Rückmeldung und fühlt euch unterhalten! Unsere Intromusik wurde von dem talentierten Gary Butterfield kreiert, zu finden auf Duckfeed.
#126 Von Hardcore-RPGs und Walking-Sims: Es war eine Woche, in der zugleich das vielleicht schwierigste Spiel des Jahres und quasi zeitgleich der aktuelle Vertreter eines Genres, in dem es provokanterweise kaum spielerische Herausforderungen gibt, erschienen sind: Rainer Sigl und Conny Lee sprechen im FM4 Game Podcast über das “Elden Ring”-DLC “Shadow of the Erdtree” und versuchen ein weiteres Mal, den Reiz des harten Souls-like-Genres zu ergründen. Auch nennenswert - und grundverschieden: Mit “Still Wakes The Deep” erscheint das aktuelle Spiel der UK-Indies von The Chinese Room, die das einflussreiche, aber mancherorts übel beleumundet Genre des Walking Simulators mitbegründet haben. Zwei Gaming-Extreme, friedlich vereint in einer Stunde Games-Talk. (Folge #126) Sendungshinweis: FM4 Game Podcast 27. Juni 2024, 0-1 Uhr.
Brad jumps into the newest "Walking Simulator" from The Chinese Room in Still Wakes The Deep. Does this game live up to the pedigree they have established or is it just another straight forward horror game? Support us on Ko-fi: https://ko-fi.com/workforcegaming
"Walking Simulator" ist einer dieser Begriffe welcher von vielen eher als abwertende Bezeichnung genutzt wird um geringe Interaktivität in Videospielen zu beschreiben. Auch Entwickler The Chinese Room haben mit Titeln wie "Dear Esther" oder "Everbodys gone to the Rapture" in der Vergangenheit genau diese Nische bedient und sich zurecht - prätentiös - auf die Fahne geschrieben.Mit Still Wakes the Deep gelingt ihnen jetzt aber ein großer spielmechanischer Sprung und beschert uns eine der besten Horror-Erfahrungen des Jahres.Angesiedelt auf einer Bohrinsel in mitten der Schottischen Nordsee, im Jahr 1975, sieht sich Elektriker Caz mit einer übermenschlichen Bedrohung aus den Tiefen des Meeres konfrontiert. Eine Situation in welchem ihm sein herrlich loses Mundwerk nur bedingt hilft.In dieser Folge ist eine Crossover-Episode mit Insert Moin und wir begrüßen erneut Michael Cherdchupan als Gast.Du willst mehr von den Jungs? Kein Problem! Unterstütze uns doch gern auf STEADY und sicher dir exklusive Podcasts, oder komm gerne auf unserem DISCORD vorbei!Hier gehts zum Merch Shop!Hier gehts zur Homepage!Benny auf Twitter!Benny auf Instagram!Benny auf Twitch!Bennys weitere Podcasts: GAIN Insight!Björn auf Twitter!Björn auf YouTube!Björn auf Twitch!Björns Podcast: Speckast
Join Zach, Nathan and Adam as they discuss WellPlayed's Still Wakes the Deep review, whether walking simulators are dated in 2024, and all the juiciest news.
In dieser Folge sprechen Christina und Florian über Tristram, Duck Detective: The Secret Salami, My Adaptation (In)To Human und 1000x Resist.
Open Roads é perfeito para quem curte jogos do estilo walking-simulator. Com uma galera que esteve envolvida com Gone Home, um dos primeiros jogos do estilo, tenha certeza que você terá uma experiência narrativa simplesmente incrível aqui. Acompanhando mãe e filha, Open Roads nos coloca em uma viagem de descobertas, tanto sobre o passado de uma família quanto sobre o relacionamento entre mãe e filha. Open Roads é, infelizmente, um jogo de nicho, e isso faz com que poucos possam curtir sua maestria narrativa. Convite pro nosso discord: / discord ❗️Se inscreva no canal e nos ajude a crescer! Nos suporte, clicando no LIKE se gostou do vídeo❗️
Queek! - der intersektionale queerfeministische Geek-Podcast
Moinsen! Heute geht es mal wieder back to the roots - oder besser gesagt: wir besprechen ein Medium, dass es seit den Anfängen von Queek! als Podcast nicht mehr gab, nämlich ein Videospiel! Genauer gesagt "Gone Home" und damit einen sogenannten Walking Simulator, der mich lange nicht losgelassen hat, nicht nur wegen seiner Themen, sondern auch weil ich mich selbst während des Spielens an einen Punkt gebracht hatte, an dem ich Angst vor dem Ende hatte. Also, höchste Zeit das aufzuarbeiten, herauszufinden warum und das alles zu Content zu verarbeiten! Viel Spaß und bis bald - wir hören und sehen uns! ❤️ _______________________________________ Zum Video: https://youtu.be/iAOkELYULGI _______________________________________ 00:00 Intro 00:18 Moinsen! 00:55 Content Warning 01:39 Videospielzeit! 03:33 Mein kompliziertes Verhältnis zu Videospielen 06:00 Andere Empfehlungen (What remains of Edith Finch, Tacoma, Firewatch, Dear Esther) 09:52 Erster Eindruck 10:36 Was ist Gone Home 13:14 Ran ans Eingemachte! 15:14 Spoilerwarnung: Ab hier geht's um den Inhalt! 39:24 the scariest part 46:32 Queere vs. non-queere Perspektive 49:35 Happy Ends sind nicht für uns 52:10 Der Generationenunterschied (hoffentlich) 53:00 Fazit 56:08 Abschlussgebrabbel 57:02 Sam hat das letzte Wort
In dieser Ausgabe werfen wir einen Blick auf die komplette erste Staffel von Ahsoka! Zusammen lassen Janina, Julian und Tobias die Serie Revue passieren und besprechen ihre wichtigsten Punkte. Dabei kommen sie schnell auf den gemeinsamen Nenner, dass die Serie zwar vielversprechend anfing, sich dann aber im Limbo der Andeutungen verliert, deren Payoff entweder gar nicht kommt oder sich nicht lohnend anfühlt. Wie konnte sie also die neue Galaxis überzeugen? War es überhaupt eine gute Idee in eine andere Galaxis aufzubrechen? Wie (un)emotional sind die lang ersehnten Wiedersehen eigentlich und was war am Ende eigentlich der Punkt, den die Serie machen wollte? Hat sie einen oder hält sie uns nur hin, bis es zum nächsten Projekt kommt, dass uns zur Kulmination in Form des Dave-Filoni-Films bringen soll. Zu Lukas' Rezensionen der ersten Staffel Zeitmarken spoilerfreier Teil (naja fast) 00:00:00 - Begrüßung 00:01:38 - Erwartungen an die Serie im Vorfeld 00:07:16 - Allgemeines Fazit 00:10:45 - Die größten Stärken und Schwächen Spoilerteil 00:15:08 - Walking Simulator in Langeinstellungen 00:20:47 - Alles und Nichts wird erklärt 00:24:36 - Ahsoka und Sabine 00:37:50 - Ich bin doch (k)eine Maschine 00:47:29 - zwischen Nostalgie und Kopie 01:00:29 - Auf Peridea nichts Neues 01:07:57 - Die Rückkehr des Jedi-Ritters 01:21:41 - Das sieht BeCHISSen aus 01:35:18 - Der beängstigende Ausblick auf das Mandoverse 01:43:24 - Das lebensbejahende Fazit Die JediCast abonnieren Wir sind auf allen gängigen Podcast-Plattformen vertreten! Abonniert uns also gerne auf Spotify, Apple Podcasts, Google Podcasts (etc.), oder fügt bequem unsere Feeds in euren präferierten Podcast-Player ein. Alle Links dazu findet ihr oben unter dem Player verlinkt sowie auch jederzeit unter dem Audioplayer in der rechten Sidebar. Wir freuen uns auch immer über Bewertungen auf den jeweiligen Podcast-Seiten. Falls ihr umfangreichere Anmerkungen habt, schreibt auch gerne eine Mail an podcast@jedi-bibliothek.de! Nun sind wir aber sehr auf eure Meinung gespannt. Die Serie wurde insgesamt ja doch recht positiv aufgenommen. Was ist also eure Sicht darauf? Widersprecht ihr uns in manchen oder gar allen Punkten und wie würdet ihr die Serie insgesamt bewerten? Seht ihr Schwächen oder überwiegen für euch die Stärken?
It's a dystopian 1996 and you're a teen, can make it over the border for a better life or will you fall victim to one of the many threats along the way as you hitchhike to your freedom? Find out how we fared in this wild hitchhiking simulator!
Grab a glass of your finest Red Rum, we're headed to the Timberline Hotel to solve the mystery of The Suicide of Rachel Foster. Take a shot every time we call the Timberline Hotel 'Timberland'.This episode covers sensitive subject matter and adult themes, there is a warning in place before we discuss these topics but listen at your own discretion.
Olá Amigos e Amigas Gamers! Sejam bem-vindos a mais um podcast do Gamer Como a Gente! Neste episódio falamos do curioso Virginia. Abordamos suas influências advindas dos anos 90 e também de Walking Simulators. Apertem logo o play e vamos lá! Já conhecem a nossa forja de armaduras? Mande o seu email ou uma DM no instagram que a gente disponibiliza uma camiseta bem maneira para vocês! Dúvidas, sugestões, xingamentos, desafios ao mestre platinador é só chamar a gente no email: gamercomoagente@gmail.com Podem também deixar seus comentários nas postagens e não se esqueçam de acessar o nosso Instagram e Twitter. Arte da vitrine: Rodrigo Estevão Edição: Rodrigo Estevão
Taylor McCue's He Fucked the Girl Out of Me (play for free on itch.io) won the IDFA DocLab Digital Storytelling Award at DocLab 2022. It is a deeply personal story and powerful exploration of shame and trauma that uses a unique blend of retro 2D Game Boy aesthetics, graphic novel, narrative game walking simulator, with structural inspirations from Bagenzo's Madotsuki's Closet, which a fan fiction game of Yume Nikki. I found it to be a deeply moving piece and unlike any other interactive narrative piece I've ever experienced before, and so I naturally wanted to interview McCue in Amsterdam unpacking their journey and process in creating this. The game has a lot of different content warnings, and I'll include a subset of those warnings that apply to our conversation here: Trauma, Gender Dysphoria, Suicidal Ideation, Blood, and Themes of Sex Work. Here's another excerpt from the trigger warning page: “Trauma is a part of life. Everyone has trauma. Trauma is common in trans people. This game is made of memories. Those memories are about sex work. I've fictionalized them. That is the only way that I can get close to the truth without getting messy.”
Fancy setting us a gaming challenge? Get in touch here!Merry Christmas to you all! In celebration of this festive time of year lady luck decides to give us the worst combination of a Battle Royal, Hardcore Simulation Walking Simulator. Sounds like a combo that really shouldn't work right? Spoiler alert: Well yes and no......Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQKeep blending!
They're back from PAX Unplugged 2022! The boys talk about some of their experiences from the TTRPG con as well as go into detail on some of the games they played this year. They also reveal some of the recent developments in their Vampire and Werewolf games as well as break down the Video Game Awards show! All of that and more in this unplugged episode of Gayme Boys!
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/gender-studies
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/anthropology
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/sociology
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
In Wandering Games (MIT Press, 2022), Melissa Kagen analyzes wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body. Rebekah Buchanan is a Professor of English and Director of English Education at Western Illinois University. Her research focuses on feminism, activism, and literacy practices in youth culture, specifically through zines and music. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Scorn wears its inspirations right on it sleeve. The inspirations from things like Alien are present but imitation is the finest form of flattery? When it comes to gameplay however the story changes some. Built like a first person adventure game with light FPS mechanics, Scorn looks to win you over with its vast array of odd finger shaped holes to explore. Does this first person adventure have what it takes to break out of that Walking Simulator cliche? --- Send in a voice message: https://anchor.fm/game-pass-or-pass/message Support this podcast: https://anchor.fm/game-pass-or-pass/support
Fancy setting us a gaming challenge? Get in touch here!Time for our most mature game - Felix. This is a Walking Simulator with RPG and Ultimate team elements. Prepare to be in floods of tears as you assemble a team of your childhood toys whilst you slowly lose your childhood innocence. We said it would be mature! Have a listen and if you like it please leave a review and subscribe. As always thanks for listening! Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQKeep blending!
**Get the Show Two Weeks Early On Patreon!** Talk the Walk returns! The show will now release on the first Tuesday of every month on Patreon and the third Tuesday on free feeds! On this episode, Edward, Celeste, Stephanie, and Shane come together to discuss the game Firewatch, the 2016 classic Walking Simulator from Campo Santo. Follow the Crew Edward Varnell - Twitter | Instagram Celeste Roberts - Twitter | Instagram Stephanie Klimov - Twitter | Instagram Shane Kelley - Twitter | Instagram Follow us on Social Media: Twitter | Discord | Instagram | Twitch | YouTube | Facebook Group | Facebook Thank you for listening to Talk The Walk, a Boss Rush Podcast supplement. Remember to like, subscribe, share, rate, and review us wherever you consume this show and our other programs! Thanks for building something better together with us. The Boss Rush Network: Be You. Be More. Be Better.
**Get the Show Two Weeks Early On Patreon!** Talk the Walk returns! The show will now release on the first Tuesday of every month on Patreon and the third Tuesday on free feeds! On this episode, Edward, Celeste, Stephanie, and Shane come together to discuss the game Firewatch, the 2016 classic Walking Simulator from Campo Santo. Follow the Crew Edward Varnell - Twitter | Instagram Celeste Roberts - Twitter | Instagram Stephanie Klimov - Twitter | Instagram Shane Kelley - Twitter | Instagram Follow us on Social Media: Twitter | Discord | Instagram | Twitch | YouTube | Facebook Group | Facebook Thank you for listening to Talk The Walk, a Boss Rush Podcast supplement. Remember to like, subscribe, share, rate, and review us wherever you consume this show and our other programs! Thanks for building something better together with us. The Boss Rush Network: Be You. Be More. Be Better.
La democratización de las herramientas necesarias para construir mundos virtuales, para hacer videojuegos, permiten que pequeños estudios, incluso una sóla persona, se pueda plantear hacer un juego con creatividad y planteamientos con ciertas dosis de ambición. Lo es System Of Souls (PS Talents, Gammera Nest), un juego donde una IA te “guía” mientras buscas la manera de avanzar y escapar de diferentes salas con cubos, capacidad de salto y alguna que otra habilidad sorpresa... ¿Te suena de algo? Con la referencia clara de Portal, el juego avanza también en la construcción de la memoria y la relación de ésta con nuestro cuerpo. Hablamos con Chaotic Lab desde la cocina de este juego, en EVAD, Málaga. También hablamos con Pablo Picazo, el creador de Deer Journey (próximamente en Steam), un juego en forma de Walking Simulator donde empatizamos con un pequeño ciervo albino buscando su sitio en un mundo construido con librerías gratuitas y mucha imaginación y amor por los videojuegos. Paseamos también por el metaverso con Manfred y Real o Virtual para recomendar experiencias y juegos realizadas por una o pocas personas. Escuchar audio
"Die Menschen stolpern nicht über Berge, sondern über Maulwurfshügel." Dieser schlaue Spruch stammt von Konfuzius und könnte glatt auf einem Glückskeks stehen. In Drizzlepath Deja Vu stolpert ihr nicht über Maulwurfshügel, jedoch über haufenweise Lebensweisheiten. Diese prasseln jedoch in einer solchen Geschwindigkeit auf euch ein, dass der Walking-Simulator mehr zu einem interaktiven Hörbuch verkommt. Einem, bei dem der Spielspaß leider auf der Strecke bleibt. Wir wünschen euch trotzdem viel Spaß beim Hören
This week's episode looks at the progenitor of all walking simulator games, Dear Esther, in this week's Gaming Flashback. They also discuss the upcoming Game Pass games for May as well as voice masking on the Playstation 3 and Xbox. In addition, Scott discusses Eiyuden Chronicle: Rising, the spinoff of Eiyuden Chronicle: Hundred Heroes that […] The post Episode 650: Walking Simulators first appeared on Gaming Podcast » Podcast Feed.
This week's episode looks at the progenitor of all walking simulator games, Dear Esther, in this week's Gaming Flashback. They also discuss the upcoming Game Pass games for May as well as voice masking on the Playstation 3 and Xbox. In addition, Scott discusses Eiyuden Chronicle: Rising, the spinoff of Eiyuden Chronicle: Hundred Heroes that was crowdfunded on Kickstarter. The news includes: EA Sports officially ends FIFA partnership after 30 years of games Starfield and Redfall have been delayed Sony reportedly "will not approve any statements" from PlayStation studios on reproductive rights Alan Wake developer Remedy provides update on five projects in pipeline Let us know what you think.
The show where the Ice Cream Team go through all the geeky "need to know" video game news from around the globe every weekday from 10am UK Time, live over on Twitch.tv/IceCreamUploads. Title: On its release day, Babylon's Fall has peaked at fewer than 650 concurrent players on Steam Website: VGC Author: Jordan Middler https://www.videogameschronicle.com/news/on-its-release-day-babylons-fall-has-peaked-at-fewer-than-650-concurrent-players-on-steam/ Title: Next week's free Epic Games Store title has been revealed Website: VGC Author: Tom Ivan https://www.videogameschronicle.com/news/next-weeks-free-epic-games-store-title-has-been-revealed-4/ Title: Dice Details Changes Coming To Battlefield 2042's Maps To Make It Less Of A "Walking Simulator" Website: The Gamer Author: JOSH COULSON https://www.thegamer.com/battlefield-2042-map-changes-walking-simulator/ Title: Star Wars Eclipse Will Likely Release in 2027-2028 – Rumor Website: Gaming Bolt Author: Ravi Sinha https://gamingbolt.com/star-wars-eclipse-will-likely-release-in-2027-2028-rumor Title: Elden Ring Is the UK's Biggest Non-FIFA or COD Release Since 2018 Website: IGN Author: Ryan Dinsdale https://www.ign.com/articles/elden-ring-is-the-uks-biggest-non-fifa-or-cod-release-since-2018 Join the conversation via all our Social Media Platforms or via the live chat! Twitter - https://www.twitter.com/icecreamuploads Instagram - https://www.instagram.com/icecreamuploads Facebook - https://www.facebook.com/icecreamuploads Website - http://www.icecreamuploads.com Discord - https://discord.com/invite/Fckwtub Like the content? Support us by buying our merch!
Im "Einer kennts"-Format der dritten Staffel hat sich Meph heute für das Spiel "Firewatch" von 2016 entschieden. Wie wird der Walking Simulator bei Bobby ankommen und wie gut ist das Spiel gealtert?
Katja Aller erforscht Walking Simulators an der Universität Köln. Das alleine bietet schon eine spannende Grundlage für ein langes Gespräch, aber dann gibt es da noch eine zweite große Leidenschaft in Katjas Leben: Horrorspiele- und Filme. Mehr als genug Gründe für Dom also Katja vor das Mikro von OK COOL einzuladen und mit ihr über die Kunst des Jumpscares, digitales Herumlaufen und die Stadt Bonn (na klar!) zu sprechen.
We process the deaths of 150 years in a labyrinthine house in Friday Harbor, Washington. Shall We Play a Game? podcast episode with Ian Dallas What's Good Games podcast episode, also with Ian Dallas Ólafur Arnalds, Icelandic musician. Pauly and Nate refer casually to his 2018 album re:member, a beautiful modern classical album performed with his software Stratos that uses generative algorithms to play secondary and tertiary accompanying pianos alongside his compositions.
Última entrega de Siglo21. Con lo nuevo de Jon Hopkins, Suuns, Eyedress y Hd Substance, entre otros. En Consola hablamos de los llamados Walking Simulators. Gracias a todos por haber compartido esta experiencia. Os invitamos a todos a seguir las nuevas propuestas de Radio 3. Escuchar audio
Craig and Nate attempt to break down Death Stranding, Kojima's spectacular big-budget walking simulator.
Die Vögel zwitschern, die Sonne scheint, der Sommer sonnt und wir.. wir stürzen uns in eine ganze Reihe von ruhigen, melancholischen Spielen, die auch gerne "Walking Simulator" geschimpft werden. Ob uns die Spiele grundsätzlich gefallen, wo wir Gemeinsamkeiten und Unterschiede sehen, und ob diese Titel überhaupt als Spiele zu verstehen sind, das klären wir in dieser Folge von NACHGEHOLT. 00:00:00 Intro 00:01:14 Was sind Walking Simulatoren? 00:06:24 Firewatch 00:25:46 Gone Home & What remains of Edith Finch 00:54:10 The Beginners Guide 01:04:13 Resümee und Fazit https://twitter.com/nachgeholt
In the eighteenth episode of Meaningful Play, Sian and Jordana discuss a genre of videogames that has become increasingly popular in the last decade – walking simulators! Resultingly, this episode discusses definitions of walking simulators and how they are categorised by games audiences and games scholars, as well as dissects and muses upon some notable... Continue Reading →
Our episode this week focuses on the 2018 walking simulator, and adventure game, Detroit: Become Human. This gorgeous game from Quantic Dream centers on three androids going through their own personal, very human, struggles in the year 2036. We discuss house cleaning simulators, deviating from your programming, blue blood, cop buddies, and meeting your evil twin. Time Stamps:00:14 Introductions07:57 Main Topic: Detroit: Become Human17:15 Detroit: Become Human deeper story discussion – contains spoilers!01:24:50 Detroit: Become Human final thoughts01:26:14 What we're playing next (Dragon Age 2) and Ending Spiel (What we're loving this week)From the show:Games featured in our Ending Spiel: Dragon Age 2 (discussing next time!). We also have an upcoming bonus episode with our favorite games of 2020 and most anticipated of 2021. Article about the development of Cyberpunk 2077 by Jason Schreier: https://www.bloomberg.com/news/articles/2021-01-16/cyberpunk-2077-what-caused-the-video-game-s-disastrous-rolloutCyberpunk 2077 game play demo from 2018: https://www.youtube.com/watch?v=vjF9GgrY9c0Statement from CD Projekt about Cyberpunk: https://www.youtube.com/watch?v=O3V4UBZmC9oFrom a brief google search, it appears that the “easy” mode of Detroit: Become Human just makes the controls easier and simplified, there are still consequences for game play decisions (including character death). Find us:Website: https://utterlyunqualifiedgaming.com/Email: utterlyunqualified@gmail.comInstagram: https://www.instagram.com/utterlyunqualifiedgaming/Twitter: https://twitter.com/uugamingpodcastFacebook: http://facebook.com/utterlyunqualified
Estamos viviendo tiempos duros y desde todo el equipo de iSenaCode queremos trasladaros todo nuestro apoyo. Esperamos de corazón que lo estéis llevando de la mejor manera posible.Hoy arrancamos el programa charlando sobre nuestra cuarentena, quizás os sintáis identificados. ¡Ánimo! #YoMeQuedoEnCasaHace unos días salieron los nuevos iPad Pro 2020 y MacBook Air con teclado tijera, os contaremos todo lo que sabemos al respecto y nuestra opinión analítica.También pasamos por iOS 14 y la filtración de 9to5mac, pero como todo eso ya os lo contamos en la web y vídeo, nos centraremos más en todo aquello que ha envuelto esta filtración.Finalizaremos con el nuevo Disney+ y os hacemos una serie de recomendaciones gratis para este duro periodo de confinamiento:LECTURA:* La editorial Planeta abrió una web específica para ofrecer sus libros gratuitos - https://keepreadingencasa.planetadelibros.com/* En Scribd han sido todavía más ambiciosos con su iniciativa. A partir del 17 de marzo, toda su biblioteca de libros, audiolibros, revistas y documentos son completamente gratuitos hasta el 17 de abril - https://es.scribd.com/* Al igual que el anterior, Bookmate.com está ofreciendo todo su catálogo gratis de manera gratuita durante 30 días, Esta plataforma presume hasta 1.200.000 obras literarias y sincronización entre diversos dispositivos, por lo que puedes comenzar la lectura en tu pc y después continuar en un tu móvil, por ejemplo.* Rocalibros han creado una selección de 24 libros digitales gratuitos que puedes descargar a través de Amazon, Apple Store o Google Play. Títulos como “2065, de Rafael a Nadal y dale vida a tu cerebro.* Y También para los más pequeños y desde ediciones Norma (argentina) puedes encontrar una selección de libros en https://www.normainfantilyjuvenil.com/ar/MÚSICA:* La página http://thenostalgiamachine.com/ consiste en saber qué canciones lideraban las listas de música en el año que escojas y puedes recorrer desde 1951 a 2015.JUEGOS:* Desde el servicio de juegos Steam podemos encontrar una serie de juegos gratis como GOAT OF DUTY, Builders of Egypt, eFootball PES 2020 LITE, Walking Simulator y DRAWFUL 2 entre otors pero si no tienes un ordenador con cierta potencia para correr estos juegos siempre puedes jugar a juegos online como pinturillo2.com en el que tendrás que dibujar y adivinar lo que otros jugadores dibujen.Esperamos que os haya gustado el programa de esta semana. Nos escuchamos a la próxima :)Recuerda que puedes unirte como miembro y acceder a contenido extra desde aquí: https://isenacode.com/vip¡Gracias!
APÓYANOS en https://elbatallonpluto.com/mecenas La vida es un camino lleno de bifurcaciones. También de obstáculos, algún que otro tramo mal señalizado y mucho aprendizaje. Es una constante que se repite en cada historia personal, pero también en el ámbito del videojuego. Caminar es la mecánica que nos empuja hacia adelante, la más intuitiva que podamos asociar a un joystick y que ha permitido contar relatos apasionantes. Hubo una época en la que el objetivo era correr hacia adelante, detenerse era para los cobardes, contemplar el entorno… una mera distracción, hasta que algo cambió para siempre. Algunos creadores comprendieron que ahí había nuevas posibilidades para contar cosas, para trasladar mensajes que llegasen con mayor nitidez al jugador. Esta acción tan orgánica ha llevado a la creación incluso de un género: los walking simulator. En El Batallón Pluto tenemos el placer de hablar con alguien que conoce muy bien este fenómeno porque ha escrito un ensayo en el que ha volcado el fruto de sus investigaciones. Se llama ‘Walking Simulators: la exploración hecha videojuego' y en él, Sofía Francisco nos cuenta el origen, evolución y diseño de estas obras. LINK DEL LIBRO: https://www.amazon.es/dp/109888776X/ref=cm_sw_r_tw_dp_U_x_VScmDb0BV0FBJ Síguenos en: DISCORD: https://discord.gg/CerwY5y