For the past two weeks a group of LoG members headed by Tom, Cristian, and myself have been busily brainstorming on the subject on the LoG RPG.
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If you listened to the most recent episode of the LoG Podcast you may remember that Calder suggested that we should create an RPG Maker game about Library of Games. Usually when we mention things like this they are idle threats. But not this time. Just days later Cristian returned with a write-up for the beginning of the game. We now give you Cristian’s starting point for the LoG RPG in it’s entirety.
A few weeks ago LoG attended BitBash, Chicago’s Indie Game Festival. We took some pictures of the event and thought we would share them with all of you. Check out our podcast about the event to learn more about the games shown in the pictures.
Check out the gallery on our Flickr page: https://flic.kr/s/aHsk3bAWAj
Back in 2011, the horrible teenage boys that I worked with thought it would be hilarious if I played Duke Nukem Forever. If you aren’t familiar with the world of Duke let me explain. Duke Nukem was a popular game series of the 1990s. It featured a brawny tough guy, Duke, who was constantly saving the world from aliens. Development for Duke Nukem Forever began in 1996. The game was finally released in 2011 after 15 years of development hell. So, needless to say, the game was highly anticipated. At the time, I was the mentor and sole female member of the Library of Games podcast. That’s why they made me play this game. Oh, wait, I forgot to mention that Duke Nukem might be one of the most sexist and misogynist series ever. I thought I had lost this diary but I found the other day while rooting through my computer files. Here are my slightly censored feelings about the first hour or so of the game.
In 1999, when EA released Medal of Honor, the World War II shooter entered a so-called “golden era”. Improved by the subsequent MoH games and perfected by the Call of Duty, Battlefield, and Brothers in Arms franchises, World War II became the dominant setting of shooters. The experience of fighting through Nazi-occupied Europe and slugging through the islands of the pacific, enthralled gamers throughout the world, bringing the genre to the forefront of the gaming universe.
This post was originally published on the old Library of Game website in the summer of 2011.
Music is the shorthand of emotion. – Leo Tolstoy
In the visual and preforming arts, music has traditionally been used to underscore the emotions of characters, as well as creating an atmosphere, which allows for the audience to better understand the themes of story. This use of music however has been lacking in the video game medium. Most games simply use music as sound; it’s just there to ensure that the player’s auditory sensibilities are not lulled to sleep during the game. Only a few games such as Legend of Zelda and the Mario games have broken this mold. In recent years though, some games have been breaking the barriers between the more artistic film score world and the shallower world of video game score. Those games are Red Dead Redemption and L.A Noire.
This week the disturbing tale of Anita Sarkeesian wrote another sickening chapter. Sarkesian is the feminist activist whose Kickstarter page sought funds for a video she was making exploring the various stereotypes female video game characters are subjected. She faced the wrath of a vocal and misogynist segment of the video game community. Ben Daniels, another sexist, angry, denizen of the internet, created a game in which players could brutally assault Ms. Sarkeesian, until her face was bloody and bruised.