Tag Archives: video game

Video games are a new frontier in digital rights | Instant News


The fight for critical digital rights to privacy, freedom of speech and anonymity is increasingly being fought in video games, a growing market that is becoming “a new political arena,” experts and insiders said on Thursday.

With the industry set to more than double annual revenues to $ 300 billion by 2025, the question of how video game operators, designers and governments handle sensitive issues takes additional urgency, said participants at RightsCon, a virtual digital rights conference .

In recent months, a Hong Kong activist protested against the Beijing government in a popular social simulator game called Animal Crossing, and a US Congressman, Alexandria Ocasio-Cortez, campaigned in the game as well.

The Minecraft game, meanwhile, has been used to circumvent censorship, with groups using it to create digital libraries and smuggle banned texts into repressive countries.

“Video games have become this new political arena,” said Micaela Mantegna, founder of GeekyLegal, an Argentine group focused on technology policy.

In addition, game designers have handled sensitive topics by creating games that involve problems such as refugees or mental illness.

“Video games are a powerful way to start talking about topics that are difficult to involve in real life,” said Stephanie Zucarelli, a member of the council of Women in Games Argentina, a non-profit group.

However, user rights can be at risk of being violated, said Kurt Opsah, a lawyer at the Electronic Frontier Foundation, a digital rights group.

Law enforcement can ask for personal data of their company’s game users, operating companies can censor game users and the government can pressure operators and game makers to delete content, he said.

He cited the example of the US military removing critical comments that had been posted on the recruitment channel it hosted on Twitch, a popular streaming platform.

“They don’t want people to have anti-military views on their recruitment channels,” he said.

The government can put pressure on video game companies, he said, such as the Activision Blizzard Entertainment case which last year suspended players from video game competitions for making political comments about Hong Kong in an interview.

Blizzard is partly owned by Chinese gaming giant Tencent Holdings.

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Dandara is a cultural metroidvania | Instant News


Promoted from our Community Blog

[AdabeberapasudutduniadimanaadeganpengembanganvideogametidakbegitudisorotsepertihalnyayanglaindanitumemalukanAdabegitubanyakhalkerenyangdikeluarkankealamsemestadaritempat-tempatyangbenar-benartakterdugayanghampirtidakpernahkitadengarAnggotakomunitas[Therearesomecornersoftheworldwherethevideogamedevelopmentsceneisn’tspotlightedquiteaswellasothersandthat’sashameThere’ssomuchcoolstuffbeingputoutintotheuniversefromreallyunexpectedplacesthatwedon’thearaboutnearlyenoughCommunitymember[AdabeberapasudutduniadimanaadeganpengembanganvideogametidakbegitudisorotsepertihalnyayanglaindanitumemalukanAdabegitubanyakhalkerenyangdikeluarkankealamsemestadaritempat-tempatyangbenar-benartakterdugayanghampirtidakpernahkitadengarAnggotakomunitas[Therearesomecornersoftheworldwherethevideogamedevelopmentsceneisn’tspotlightedquiteaswellasothersandthat’sashameThere’ssomuchcoolstuffbeingputoutintotheuniversefromreallyunexpectedplacesthatwedon’thearaboutnearlyenoughCommunitymember nine is here to tell us about the game called Dandara, which was made in their home country in Brazil, and why it means so much to them to see their culture represented in this industry. – Kevin]

The Brazilian game industry has made a lot of progress in the past ten years. Part of that began with the rise of a new generation that grew up playing video games that have now become developers themselves, and partly thanks to Steam and other online distribution methods, our game was finally allowed to reach a wider audience. One side effect of parenting is that most of the games originating in this country are nostalgic-driven vehicles.

That’s not necessarily a bad thing, because without that nostalgia we wouldn’t get a title like that Pursuit of the Horizon, Bright Chrome, or Knights of Pen & Paper. Fantastic game of course, but for me, they don’t have a cultural touch that just screams “this is made in Brazil.” Rather like how you can see STALKER and say that it was made by a Slavonic team using TI-84. Even so, sometimes I get what I want and some developers come to explore my cultural side, be it the Amazon Forest, local folklore, or just uh, rude humor, to put it mildly (yes I save Bad Mouse for the distant future, don’t push me). Today’s game falls very much in the latter category. This is called a beautiful little gem Dandara.

Before I even talk about games, we need a short history lesson. Between the sixteenth and nineteenth centuries, Brazil had a strange relationship with slavery. Namely, there are many. That lasted too long, and it only really ended because Britain wanted a larger consumer base and pressured the Brazilian government to close it all down. For more than 300 years, millions of Africans have been slaves, moved from their land and forced to be the driving force of every and every economic activity, be it sugar plantations or cattle ranching.

I hardly need to explain to you why this is chaotic, and the consequences can still be felt to this day. During this time, rebellion was not uncommon, something that led to the creation of settlements formed by African slaves who had escaped from their prisons called “quilombos.” That’s not the only way a quilombo can be formed, but for the purpose of this lesson, that’s what’s important. These communities are symbols of their resistance, a way to reconnect with their culture and family. By far, the most famous is Palmares, which is located in what is now Alagoas.

This brings us to Dandara si woman. His life is a puzzle even today. The only thing we know for certain is that she is the wife of the most famous leader of Palmares – Zumbi – she is the mother of three children, who actively fought against slavery, and in February 1694, when Palmares was conquered after nearly 100 years of existence, he chose to throw himself from a mine instead of being captured and made a slave.

Everything about Dandara is open to speculation and debate. We don’t even know his face (although interpretations do exist). He is a very interesting person: truly real and a symbol of freedom but shrouded in mystery that is enough to give him an atmosphere of legend. A trait shared by his video partner with all his heart, and this finally brings us back Dandara game. According to her, the world created by the developers at Long Hat House is a world that feels right out of a fairytale courtyard but with one big difference: everything is just full of Brazilian culture.

I know, strange, but the reason I feel the need to mention it is because Dandara almost everything I want to see coming out of the Brazilian game industry. This is a product that embraces its cultural roots to create something that is clearly hers. Something that is a reflection of the people who make it and the culture around it, while also being innovative in its own right. For example, this is metroidvania with a unique touch: Titular dancers cannot move, at least in the traditional sense. Dandara can only jump between predetermined points, in this case, a surface containing salt. But, this world is also a place where gravity does not exist, so up, down and around just a matter of perspective.

What this means is that the simple act of reaching the far end of the room is far more active work than in other games, asking you to steer your jump all the time. And thanks for the fairly generous automatic correction, you only need to be right during the boss meeting (more than that a little). This also makes the upgrades you encounter will be far more interesting. Because Dandara himself has moved as he did Maximum spider, the updates you get are even more directed at combating or opening up map areas.

Real Dandara video game

The whole game has a surreal air to it.

Speaking of exploration, thanks to its unique movement mechanism, design level in Dandara presents several interesting challenges, most involving movement-based puzzles. Honestly impressive how it never stale or attracts attention. There is a platform that rotates on the shaft. Some moves use the inertia of your main attack, some rotating walls make one-way jumps, and that doesn’t even take into account which you’ll need key items to interact with. There are rooms where just getting from A to B is a puzzle in and of itself, and accessing the last area of ​​the game will require enlightenment that makes me go “okay, that’s smart enough.”

I mentioned attacking before, so this is a good hook to talk about fighting games. Dandara only has one attack, an energy blast which shoots several arrows a certain distance from him. Very interesting because it requires you to charge just before you can shoot (the payload itself can also function as a mover to move certain platforms). This made it so that the battle did not turn into a crazy festival of spamming attacks and jump without thinking. It’s a little more methodical than that, and to compensate, enemy projectiles are all slow, giving you valuable time to get out of the dodge.

There are secondary attacks that you can find while exploring the map (with only one of them required to complete the game) which runs on limited resources (Essence Salt), but the good side is they add some flexibility to your arsenal. For example, lightning purple death balls can bounce off walls, be very effective in confined spaces or to hit enemies at odd angles. This is double right for the boss, and oh dear, that’s a spectacle!

With the highlight of the game, this meeting will test all your skills, and their presentation is just … How do you make one of those chefs kisses in the form of text? You know the sound, just imagine it in your head. The battle was memorable, with several phases, dynamic set pieces, and only extraordinary music. There aren’t many bosses, but I still remember each of them. A case of quality over quantity. Night Symphony not this one.

Dandara video game painting reference

Blatant reference for this painting here.

Now I have called the game which is pretty much everyone’s reference when it comes to metroidvanias, allow me to say that Dandara not a very long game. My first play takes about four hours, and then about an extra hour chasing the real end. As much as I want to play more, I find this to be the perfect length. It made each area memorable in a number of ways, and none of them exceeded their welcome limits.

From the familiar places described in Seniman Village to the Golden Fort where you will find the final boss – which exactly reminds me of Bioshock of all things – every area in Dandara have something to offer in the presentation department. Much of that is thanks to the fact that this game is unmistakably Brazilian. Pixel art may evoke memories of the SNES era, but art direction will take you on a mini tour through our culture.

The village mentioned above attracts a lot from the original city of Belo Horizonte, where the developers came from. That means a large number of known street signs, graffiti, and buildings. Some rooms are named after real-life locations, TV shows or music groups, and some characters are blatant references to famous Brazilian painters, to their names. There is even one location of this final game that reminds me of surrealist paintings from my old art class.

The antagonist was a military repressive force, and the first boss had a uniform very similar to the Brazilian Military Dictatorship which occurred between ’64 and ’85. All of that and more is accompanied by a soundtrack that I rather don’t have a vocabulary to describe. Like the rest of the game, it is a typical Brazilian sound, with acoustic instruments accompanied by flutes, pianos and percussion very similar to traditional African drums. I really wish I could do it with words alone, so I would be quiet and let the music do the talking.

Dandara is a pretty good game in itself, but the theme and the idea make it very special to me. Although the story can be blurred and does not touch the theme of slavery literally (something that the developer lacks in confidence to qualify for exploration, and decisions that I can respect), symbolically, this illustrates the struggle for freedom. People who are familiar with the history of Brazil. That is something our ancestors fought for, dying for, even. Be it the African slave trade or the dictatorship, the pursuit is something that marks the history of Brazil, and seeing it here, even if only as an allegory, only brings a smile to my face.

Dandara himself is treated as a legendary figure who comes in times of extreme need, to free those who have been imprisoned or oppressed, and I doubt it is a coincidence that most of the characters mentioned in the game are artists, the most oppressed groups of people. during the dictatorship. This game has its own charm, a product that can only be made here in this country. A piece of ourselves for the world. That might not be perfect, but it’s as authentic as you can get.

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Television: Time to watch a few games … Finally | Weekend | Instant News


After a four-month drought, professional sports returned to television this week with live play, because the Phillies, Flyers and 76ers all competed in exhibition games as they got ready because of their delays in an interrupted season.

The Phillies made their TV debut Sunday against the Baltimore Orioles. Monday they appear at 6 pm on NBC Sports Philadelphia for the match against the New York Yankees.

The way Major League Baseball will work for the abbreviated 2020 season is for teams to play only in their regional divisions, but against both leagues. This means the Phillies will face every Eastern Division team in the National League and America. In order to stay competitive, they will play twice as many against NL East rivals – Washington Nationals, Atlanta Braves, New York Mets, and Miami Marlins – as they do against their navy counterparts from Boston, Tampa Bay, Toronto, Baltimore, and New York.

The Sixers act on NBCSP at 3:30 pm Friday against the Memphis Grizzlies. The contest was joined by two more, at 12 noon Sunday against the Oklahoma City Thunder and at 8:30 pm on July 28, against the Dallas Mavericks, both matches airing on NBCSP +.

Flyers face off at 4 pm on July 28, against one of their storied rivals, Pittsburgh Penguins, on NBCSP +.

Television will be the main way to see this game because social precautions will prevent fans from entering the stadium to attend directly. (It would be nice if the team could design a kind of gift mask as a souvenir from this strange season.) It would be interesting to see how we respond to the absence of cheers and other crowd responses.

Besides television, all games are available for streaming in the MyTeam application and by visiting www.nbcsportsphiladelphia.com.

The local NBC Sports channel must be happy to continue the new game as fans have it. I have talked to many people who say they will have an easier time to quarantine if a sports franchise is there to entertain them. Reviving drive banners, Super Bowl wins, or key games have its benefits, but the glory of sport is witnessing skill, teamwork, momentum, or ordinary fate.

Phillies, Sixers, and Flyers, have been answered. Maybe it’s a mental antidote for COVID confinement to get it back.

The parade continues … virtually

Sports programming is not alone affected by coronavirus and wise steps to reduce its spread.

Philadelphia announced last week that all public activities – except for demonstrations!?! – will be suspended until February.

It blocks out some of the big events seen by many people on television, but especially the annual 6ABC Thanksgiving Day Parade, which is produced and broadcast on Channel 6, and the Mummer Parade, the New Year’s main broadcast on Channel 17.

None of the presenting stations picked up lying news.

Neither Channel 6 nor Channel 17 stated their respective demonstrations.

Both of them saved the celebration from sad reality by wearing a virtual parade that was married to the documentary section, and from Channel 17, some new material.

In a statement acknowledging the safety of the players, fans, occupants and employees of the station, Channel 17 general manager Vince Giannini, said Channel 17 was committed to delivering in 2021 with the Mummer program. At present, that means a mix of highlights from last year’s New Year parade and new material that will be produced over the next five months.

Channel 6 is not specific but indicates that it will broadcast a Thanksgiving Day program which includes highlights from 35 years of Turkish Trots since the station saved the Philadelphia Thanksgiving extravaganza from oblivion.

Philadelphia is not alone in taking reasonable steps to limit COVID transmission. The annual Rose Bowl Parade has been canceled in Pasadena, and there will be no Macy march on Broadway in New York.

Neal Zoren’s television column appears every Monday.

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Dream Media Molecule named GOTY at the 2020 Games for Change Awards | Instant News


Games for Change has named the winners of its annual Games for Change Awards, which aim to highlight games throughout the industry which, in the words of the organization’s president Susanna Pollack “[redefine] technological boundaries, empowering an ever-diversified audience, and exemplifying what it means to use technology for good. “

Media Molecules Dream, a game that is a creation and video game tool, runs with the highest award of the ceremony this year: the Games for Change Game of the Year award. It was also named the Most Innovative Game of the year, competing with fellow candidates like Concrete Jin, Ocean of Solitude, and Sky: Children of the Light for honor.

“This winning game exemplifies ‘playing’ as we know it by providing experiences that bring us, connect us and even strengthen our inner determination with inventive and fun narratives and intelligent mechanics,” Pollack continued. A complete overview of the winners of this year can be found in bold right below, while the details of each can be found in Games for Change website.

The best gameplay

  • Revive: Simple Story (Small Studio)
  • Dear reader (No. 12)
  • Mosaic (Studio Krillbite)
  • Sky: Children of the Light (Thatgamecompany)

The most innovative

  • Concrete Jin (Pixelopus)
  • Dream (Media molecule)
  • Ocean of Solitude (Jo-Mei)
  • Sky: Children of the Light (Thatgamecompany)

The Most Significant Impact

  • Eliza (Zachtronics)
  • Life is Weird 2 (Dontnod entertainment)
  • Ocean of Solitude (Jo-Mei)
  • SweetxHeart (Catt Small)

Best Learning Game

  • Math is fun (Funexpected LTD)
  • Greater (More mighty)
  • Rabbids coding (Ubisoft)
  • Sci-Ops: Global Defense (Plasma Game)

Best Student Game

  • Apollo (Apollo Team)
  • Gamer Girl (RIT School of Interactive Media and Media)
  • Plasticity (Plasticity Game)
  • Toughness (Sungrazer)

The Best XR for Change

  • Bonfire (Baobab Studios)
  • Escape to the Future (Open Lab, University of Newcastle)
  • Animal paper (Pixel Reef)
  • Holy City (Nimrod Shanit / Holy City VR)

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More than 2,500 games were removed from the Apple China App Store after the gap was closed: data company | Instant News


FILE PHOTOS: People wearing face masks walk in front of an Apple store in a shopping center in Beijing, China, February 18, 2020. REUTERS / Carlos Garcia Rawlins / File Photo

HONG KONG (Reuters) – More than 2,500 mobile games were removed from China’s Apple application store in the first week of July, four times more in the same period in June, after Apple closed the gap to meet Chinese licensing requirements, data from SensorTower showed.

Apple gave the game publisher a deadline in late June that generated revenue to submit government-issued license numbers that allowed them to make in-app purchases, a requirement that Android-based application stores have long had in China. It’s not clear why Apple left that gap for so long.

Famous games that were removed from the Chinese App Store in July so far include the Supercell farm hits “Hay Day”, “Nonstop Chuck Norris” from Flaregames and “Solitaire” from Zynga, according to SensorTower.

Apple did not immediately respond to requests for comment.

“It may be that these games will be available again in the future, but have been missing from the storefront for more than five days,” said Randy Nelson, head of Mobile Insights at SensorTower.

The app-analytics company cannot determine the reason for each game to be removed, but the sharp increase is important, he added.

The game that was removed in the first seven days of July generated a combined gross lifetime income of $ 34.7 million in China, and has accumulated more than 133 million downloads in the country.

China has tightened its control of the world’s largest video-game market in recent years and online games seeking money often face a lengthy approval process to get a license.

In February, the “Plague Inc.” video game, which surged in popularity amid a coronavirus outbreak, was removed from Apple’s app store in China after regulators said it contained illegal content. The game did not have the right license and analysts said it was impossible to get it.

Reporting by Pei Li; Editing by Brenda Goh and Stephen Coates

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Dandara is Metroidvania Culture | Instant News


The Brazilian game industry has made a lot of progress in the past ten years. Part of that stems from the emergence of a new generation that has grown up playing videogames and has now become a developer of its own, and partly thanks to Steam and other online distribution methods that have finally allowed our games to reach a wider audience. One side effect of parenting is that most of the games originating in this country are nostalgic rides. That’s not necessarily a bad thing, because without that nostalgia we wouldn’t get a title like that Pursuit of the Horizon, Bright Chrome, or Knights of Pen & Paper. A fantastic game for sure, but for me, they don’t have a cultural touch that just screams “this is made in Brazil”. Rather like how you can see STALKER and say that it was made by a group of Slavs using Ti 84s. Even so, sometimes I get what I want and some developers come to explore my cultural side, be it the Amazon Forest, local folklore, or just uh, rude humor, to put it mildly (yes I save Bad Mouse for the distant future, don’t push me). Today’s game falls very much in the latter category. Beautiful little gem called Dandara.

Before I even talk about games, we need a short history lesson. Between the sixteenth and nineteenth centuries, Brazil had a strange relationship with slavery. That is, there are tons, it lasts too long, and it only really ends because Britain wants a larger consumer base and pressures the Brazilian government to close it all down. For more than 300 years, millions of Africans have been slaves, moved from their land and forced to be the driving force of every and every economic activity, be it sugar plantations or cattle ranching. I hardly need to explain to you why this is chaotic, and the consequences can still be felt to this day. During this time, rebellion was not uncommon, something that led to the creation of settlements formed by African slaves who had escaped from their prisons called “quilombos”. That’s not the only way a quilombo can be formed, but for the purpose of this lesson, that’s what’s important. These communities are symbols of their resistance, a way to reconnect with their culture and family. By far, the most famous is Palmares, which is located in what is now Alagoas. This brings us to Dandara si woman. His life is a puzzle even today. The only thing we know for certain is that she is the wife of the most famous leader of Palmares – Zumbi – she is the mother of three children, who actively fought against slavery, and in February 1694, when Palmares was conquered after nearly 100 years of life. , he chose to throw himself from the mine instead of being captured and made a slave.

Everything about Dandara is open to speculation and debate. We don’t even know his face (although interpretations do exist). He is a very interesting person: truly real and a symbol of freedom but shrouded in mystery that is enough to give him an atmosphere of legend. A trait shared by his videogame colleagues with all his heart, and this finally brings us back Dandara game. According to the woman, the world created by the developers at Long Hat House is a world that feels right out of a fairytale courtyard, but with one big difference: everything is just full of Brazilian culture. It’s a weird thing, I know, but the reason I feel the need to mention it is because Dandara almost everything I want to see coming out of the Brazilian game industry. A product that embraces its cultural roots to create something that is clearly hers. Something that is a reflection of the people who make it and the culture around it, while also being innovative in its own right. For example, this is Metroidvania with a unique touch: Titular dancers cannot move, at least in the traditional sense. Dandara can only jump between predetermined points, in this case, a surface containing salt. But this world is also a place where gravity does not exist, so it goes up, down and around just a matter of perspective. What this means is that the simple act of reaching the far end of the room is far more active work than in other games, asking you to steer your jump all the time. And thanks for the fairly generous automatic correction, you only need to be right during the boss meeting (more than that a little). This also makes the upgrades you encounter will be far more interesting. Because Dandara himself has moved as he did Maximum spider, the updates you get are even more directed at combating or opening up map areas.

The whole game has a surreal air to it.

Speaking of exploration, thanks to its unique movement mechanism, design level in Dandara presents several interesting challenges, most involving puzzle movements. Honestly impressive how it never stale or attracts attention. There are platforms that rotate on axes, some move using your main attack inertia, some rotating walls make one-way jumps, and it doesn’t even take into account which you will need key items to interact with. There are rooms where just getting from A to B is a puzzle in and of itself, and accessing the last area of ​​the game will require enlightenment that makes me go “ok, that’s smart enough.” I mentioned attacking before, so this is a good hook to talk about fighting games. Dandara only has one attack, an energy blast which shoots several arrows a certain distance from him. Very interesting because it requires you to charge just before you can shoot (the payload itself can also function as a mover to move certain platforms). This made the battle not turn into a crazy spam attack festival and jump without thinking. It’s a little more methodical than that, and to compensate, enemy projectiles are all slow, giving you valuable time to get out of the dodge. There are secondary attacks that you can find while exploring the map (with only one of them required to complete the game) which runs on limited resources (Essence Salt), but the good side is they add some flexibility to your arsenal. For example, lightning purple death balls can bounce off walls, be very effective in confined spaces or to hit enemies at odd angles. This is double right for the boss, and oh dear, that’s a spectacle! With the highlight of the game, this meeting will test all your skills, and their presentation is just … How do you make one of their kisses kiss in text form? You know the sound, just imagine it in your head. The battle was memorable, with several phases, dynamic set pieces, and only extraordinary music. There aren’t many bosses, but I still remember each of them. A case of quality over quantity. Night Symphony not this one.

Blatant reference for this painting here.

Now I have called a game that is pretty much everyone’s reference when it comes to Metroidvanias, allow me to say that Dandara not a very long game. My first play takes about four hours, and then about an extra hour chasing the real end. As much as I want to play more, I find this to be the perfect length. It made each area memorable in a number of ways, and none of them exceeded their welcome limits. From the familiar places described in Seniman Village to the Golden Fort where you will find the final boss – which exactly reminds me of Bioshock all things – every area in Dandara have something to offer in the presentation department. Much of that is thanks to the fact that this game is unmistakably Brazilian. Pixel art may evoke memories of the SNES era, but art direction will take you on a mini tour through our culture. The village mentioned above attracts a lot from the original city of Belo Horizonte, where the developers came from. That means a large number of known street signs, graffiti, and buildings. Some rooms are named according to real-life locations, TV shows, or musical groups, while some characters are blatant references to famous Brazilian painters, to their names. There is one location for this final game that reminds me of a surrealist painting from my old art class. The antagonist was a military repressive force, and the first boss had a uniform very similar to the Brazilian Military Dictatorship which occurred between ’64 and ’85. All of that and more is accompanied by a soundtrack that I rather don’t have a vocabulary to describe. Like the rest of the game, it is a typical Brazilian sound, with acoustic instruments accompanied by flutes, pianos and percussion very similar to traditional African drums. I really wish I could do it with words alone, so I would be quiet and let the music do the talking.

Dandara is a pretty good game in itself, but the theme and the idea make it very special to me. Although the story can be blurred and does not touch the theme of slavery literally (something that developers do not confidently qualify for exploring, a decision that I can respect), symbolically it represents the struggle for freedom, something familiar to Brazilian history. That is something our ancestors fought for, dying for, even. Be it the African slave trade or the dictatorship, the pursuit is something that marks the history of Brazil, and seeing it here, even if only as an allegory, only brings a smile to my face. Dandara himself is treated as a legendary figure who comes in times of extreme need, to free those who have been imprisoned or oppressed, and I doubt it is a coincidence that most of the characters mentioned in the game are artists, the most oppressed groups of people. during the dictatorship. This game has its own charm, a product that can only be made here in this country. A piece of ourselves for the world. That might not be perfect, but it’s as authentic as you can get.

– Wine, videogames and top hats.



LOOK AT WHO’S COMING:

nine

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Feminine design is the next front line of gender-inclusive video games | Instant News


From a programming perspective, binary is embedded into the way developers make video games. But outside code 1 and 0 itself, for a long time other binary types have been applied to game design, genre labels, and industrial marketing: gender.

In general, masculinity has defined design in mainstream and “hardcore” games – while femininity has been alienated to games that are labeled more niche or “casual” (although there are definitely exceptions). More and more, creators are challenging gender assumptions from traditional design loops, to provide experiences that oppose the gender genre and ultimately invite more people to play.

Feminine or femme game design is the next frontier for more gender-inclusive in video games.

Take the upcoming Kitfox Dungeon Girlfriend, for one, the “shack and slash” crawler and dating sim where you romance your sword. Or, in the AAA room, there is 2014 Naughty Dog Last of Us DLC Left behind, which translates many original action-horror game games into childhood play experiences. That includes repurposing stealth mechanics for hide and seek and even turning battles into friendship competition for the title “bricklayer.”

But the list of games that fit this category is getting more and more popular: Skullgirls, Harvest Moon, and Gate just a few of the OG classics. Recently there is also Super Krush K.O., River City Girls, The company is owned by the company Sky, Sayonara Wild Hearts, Wattam, Love Conquers All’s Get on the Car Loser!, Stars ‘Helpers’ Games Cibele and We met in May. Even Animal Crossing, Despite the old franchise, it recently rose to the top because everyone played the game for hundreds of hours. That left a far greater impact on overall gaming culture than it did Doom: Eternal, which was released on the same day and embodies the traditional hyper-masculine game design that usually dominates the mainstream.

Either through aesthetics or gameplay, which embraces all of these titles is a transition to a more feminine or feminine game design – or rather, a shift from the traditionally masculine presumption of gameplay loops. By combining hardcore with casual, feminine with masculine, and thinking outside the box completely, creators open players to a world of new experiences that go beyond binary limits.


‘Left Behind’ shows exactly how mainstream adult girl games can be.

Over the years, discussions around gender inclusiveness in video games have revolved around women’s representation. For its appreciation, the industry is making a concerted effort to do better, releasing games with more female protagonists, characters, and narrative themes, and being fully aware.

But in interactive media, visibility through representation is only part of the battle for diversity.

The next frontier to a more gender-inclusive video game culture is creating various types of play experiences that question the fundamental assumptions embedded in game design theory.

What is feminine game design?

For more details, what we recommend is not a massive change from masculine to feminine game design. We also do not suggest that there is a dichotomy in the design approach that is determined by conflicting gender stereotypes.

“Most of us have ‘masculine’ and ‘feminine’ energy in various aspects of ourselves, different contexts. We have prioritized so much masculine, it is out of balance. It will nourish everyone to get more balance,” said Brie Code, previously a leading AI programmer on the Internet Assassin’s Creed franchise too Son of Light, and vocals . Now, he is the CEO of , a startup that focuses on companion AI and relationship building technology.

While terms such as masculine and feminine designs are admittedly imperfect, they are useful for identifying unconscious biases of a medium that are extraordinarily designed by men.

“Women and feminine people are often excluded from game design theory and psychological research that supports it,” explained Code. That is why he started TRU LUV from the start, believing that the gaming industry lost interesting innovations by not having a more marginalized identity in the design process. Sure enough, he was right.

“We create a design curve that creates connection and affection rather than competition or dominance,” he said.

The basic design philosophy rejected by Code stems largely from how the designer thinks about “flowing.” That’s a psychological term that describes the conditions for increased involvement and immersion – the feeling of excessive focus you get from playing games. Triggering the flow of players is a basic requirement , but the ideas surrounding what inspired the gameplay are very limited.

“The assumption of classic game design is that designers create these flow conditions through experiences of increasing tension – experiences that become increasingly challenging or increasingly dangerous over time,” Code said. “This shock or challenge or danger uses the player’s opponent-or-run response to hold the player in the flow and instinctively create a desire to win.”

From flight-or-fight and easy-to-hard game loops define the vast majority of video games Tetris for, yeah, Havoc.

But here’s the problem: Not everyone responds the same way to the trigger for a fight or runaway that triggers stress, Code said. “About half of people are more likely to have different responses to stress, which are called tendency-and-friends responses.”

Created by a , the tendency-and-friendship response knocks on different instincts, such as, “the desire to be careful, to be connected, and to find solutions that work for everyone,” Code said. At TRU LUV, they have found 150 alternative ways to achieve flow that do not depend on a standard easy-to-stress stress model. Instead, they rely on tendency-and-friendship responses through interactions centered around everything from mess to neat, awkward-to-smooth, disconnected-to-connected.

If you doubt whether you will like it, ask yourself why you spend hours picking weeds, planting flowers, talking to villagers, and doing terraforming on you. Animal Crossing island.

“Our design curves create connections and affection rather than competition or dominance,” Code said. “We make AI games that encourage psychological development, collaboration, and joint creation.”

Ultimately, the difference between designs that target the player’s instinct for fear versus compassion. Nothing is inherently better or worse, but both are important to reveal a more complete scope of human experience.

Gender bending games

Feminine design is nothing new or even radical. This is actually developing rapidly in other countries such as Japan. Animal Crossing is a very useful example because, like many Japanese games, it is based on domesticity and pro-social behavior while not given a code “for girls.”

“Gender is a socially constructed concept, and what is masculine in one culture is feminine in another,” Code said.

“I’m lucky because I’m old enough to remember the gaming industry before the trope was so solid.”

In general, the Japanese video game market has maintained a demographic balance and healthier relationships with female players, with very popular gender-specific genres such as otome romance games, as well as less hypermasculine marketing around the mainstream game. Meanwhile, in America, dividing games into gender categories , a desperate attempt at marketing targets to compensate for the 1983 industrial crash.

“I am lucky because I am old enough to remember the game industry before the trope was so solid, so I can more easily think outside of them,” Code said. “But it still takes more than 15 years in this industry for me to believe my hunch that something could be different.”

In Japan, female players have many diverse playing experiences to choose from. So it’s not a mystery why Japanese games and creators remain one of the biggest sources for gender-inclusive mainstream games worldwide, with the Nintendo whiteboard, which Blush franchise, and more art titles like Travel and Funomena Wattam. Maybe it’s also why all the young female designers we talked to pointed to the inspiration of the Japanese game they played when they were growing up.

“In the West, marketing in the 90s poured gasoline over all stereotypes and did everything sexual. So suddenly, people like you and me who were really comfortable playing in the NES reached the PS2 era and said, ‘Wait where did our game go? Why did you tell me that I shouldn’t like this game? Why did this ad aggressively get me out? ‘”said Tanya Short, lead designer of Dungeon Girlfriend.

Another designer, Nina Freeman (who the author of this article knew socially), even reinvented her childhood experiences in playing. Final Fantasy Online in the game itself, it’s called Cibele. In CibeleYou basically play as Freeman himself, playing MMO (massively multiplayer online) as a young girl. This fight is largely covered up, instead you are in an online romance developed by the protagonist with other players.

But Freeman also points to influences that are often forgotten , theorizing that girly dress-up games laid the foundation for the complex character customization that was the mainstay in many dudebro games, from Fortnite for Mass effect. Mass effect not only has one of the most powerful character customization mechanisms, but it also (let’s be real) is mostly a romantic game that uses space battles for backgrounds.

“Girls’ games are always there, but they are left behind in the conversation about the history of game design. Then their mechanics are involved in fighting games where tough people play fantasy masculines that are very masculine,” he said. “Mass effect in particular feels super masculine performative on the surface, but underneath, this is a feminine dress up dating sim. “

JRPGs (Japanese role-playing games) are also a central influence for Christine Love, co-creator of the lesbian travel game. Get in the Car, Loser! While Love is known for his visual novels (which are usually considered the genre of “female” games, his latest addition is the classic RPG group battle mechanism. However, unlike almost every other RPG, the protagonist in his game is a group healer). character.

“A woman’s character is always pigeonholed into a healer. But making it the protagonist who reframe the trope. That’s a statement. Because instead of focusing on people with big swords, it is actually the character that gives everyone support,” Cinta said. “He is the party most relied on. If it were not for the physician, everyone would die in the first fight, and there would be no game at all.”

That’s the thing about genre-bending games that should only appeal to certain demographics: All labels are kind of bullshit.

“Many people who play my visual novels are not always part of the audience of visual novels. They are just people who are interested in trying something new,” Love said, referring to Ladykiller in Bind, an erotic romantic comedy that offers some of the most immersive and inclusive sex and dating mechanisms in video games.

“That has always been one of the dangers of this rigid genre demographic category: It’s just that it can’t stand it,” Love said. “Gender genres don’t really contradict each other, and really work well together. Like, what’s wrong with a hardcore battle that also has a very sincere emotional narrative core?”

However, Tanya Short said, publishers and platforms such as Steam (the biggest online market for PC games) present many obstacles for games that don’t fit into the neat print of the demographic genre.

“This is a bit of a strange place to visit, when you feel like you are making something truly more inclusive than the average Steam game, but you are told that you should target a niche,” Short said.

“That is also part of why it is very difficult to define what a ‘feminine’ game design is. Because masculinity has been limited to such narrow definitions through repeated and exploitative video game marketing and commercialization cycles, almost everything that is beyond definition which is very narrow. automatically, on the contrary, feels feminine, “he said.

In the end, Short saw Dungeon Girlfriend not as a particular genre but only as a type of game that he wants to play all his life.

“It only appears because I want to make the game that I want is there for me. Because I feel disliked by so many games that I really like,” he said.

That’s what all the female designers say about their game: Nobody else makes things for them, so they make it themselves.

Going beyond binary in game design

Over-saturation of hypermasculinity in game design does not only affect players and femme makers. The whole culture loses half of what it means to be human.

“There are many very interesting design opportunities to be found in the lives of women and girls,” Freeman said.

Short agreed, adding that by losing the more feminine-oriented playing experience that attracted femme players, we were also trapped in a vicious circle by not inspiring more feminine designers.

“It’s only because I want to make a game that I hope is there for me.”

“This really holds back the art form, it doesn’t welcome everyone we might be interested in making games for,” he said. “Professionally, I just want to see more human experience expressed through media that I like.”

While Code is hopeful, he also realizes how long it will take the industry to develop opportunities in a more gender-inclusive design. Sheri Graner Ray ignited the conversation with her book Gender Inclusive Game Design all the way back in 2004, while Code has been actively giving lectures and consultations on the topic since 2015.

“But the idea has only come into force now – and even then, when most people talk about trends and make friends in games, they still only talk about aesthetics rather than the gamification curve itself,” he said. “So things change slowly. But they do.”

One indication of a promising change is that many of the latest games have feminine designs Sayonara Wild Hearts, an endless runner about a girl in the throes of a broken heart bathed in a femme punk-pop aesthetic – made by men. This is a good sign when feminine design principles begin to emerge in the work of not only marginalized creators, but also creators of dominant cultures.

“You have seen a movement towards a healthier market that supports different types of gender expression, both in the players and the developers. But I think the bigger question is, is it [these new games] ever seen as a truly masculine game in the past? “Short question.

“We’ve seen this before, with several waves of different female players wanting to play more through innovative new design experiences,” he said. Back in 2014, when female players outnumber men. But that is largely a mobile game, which, for some reason, “doesn’t count” as “real game” (whatever that means). Before that, there were lots of women playing on PC – but they were just playing Mister and The Sims, so they were not really “gamers” at the time either.

“The more diverse the game market is, the more gatekeepers struggle to defend what they see as their territory. And unfortunately, gatekeepers aren’t just players. They live and be healthy throughout the gaming industry,” Short said. Be it designers, publishers, marketers, or reviewers, “Even if they are people who don’t consciously feel threatened, they still adjust to their personal tastes. So we don’t just need more gender equality in players and developers. We need makers of different tastes to see real cultural changes. “

Feminine game design has done a lot to enrich video games for everyone. The least we can do is play some amazing games to support the place as the mainstay game.

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Destiny 2’s latest large patch massively overhauled controller options | Instant News


Update 2.9.0

Destiny 2 has a long future ahead of him.

Yesterday Bungie introduced a plan for now, plan for this coming fall and plan throughout 2021 and 2022. It seems as though the company is committed to doing it Destiny 2 full time, without fear Destiny 3 the reset button towered over it. That’s good news on paper, as long as Bungie can get it Destiny 2 back on track and cancel many of their latest design decisions.

Patch 2.9.0, the latest update, seems like a good start. 2300 Bright Dust (premium crafting reagents) has been added to the season ticket, the attack prize drops have been rubbed and additional prizes now fall for Trial wins (read: the last two things are intended to improve the quality of life for endgame content).

The real big news? Bungie remodel the controller remapping. Controller presets have always been the thing, but now you can create controller layouts that are entirely special. That includes customization of vehicles in and out, as well as three “type” inputs: press, long press and double press, above “chord” (multi-button press).

Destiny 2 not the most complicated game because of the simplified ability for each class, but more accessibility and customization is a great thing. Each game must allow players to swap control settings around. You can see a larger list of patch notes below!

This week at Bungie [Bungie.net]

2.9.0 Patch:

ACTIVITY

Trial

  • Mods now drop by going through white items, not specified problems.
  • Duplicate mod will no longer fall from the chest without blemishes.
  • Prizes for additional Masterwork material now go down in three, five and seven Trial wins.
  • Adds weekly prizes for Trials that open Trial Engram on Saint-14.
    • Prize prizes will match this week’s Win 3 Milestone prize.
  • The distribution of Trials Tokens has been rebalanced to focus on winning three, five, and seven from Trials Passage.
    • This includes recurring sections.
  • Trial tokens are no longer given from the match completion.
    • Tokens are now given specifically through victory and gift.
  • Passage of Wealth now doubles the bonus Trials Tokens earned on three, five, and seven Trials wins.
  • The search for the “Entry Pending” Intro now requires reaching Power 1010.

Nightfall: The Order

  • The Taken takes over The Oral.
    • Add new attacks to The Order: Lake of Shadows, The Corrupted, and The Festering Core.
  • An updated level of Order power to the new Season 11 level.
  • Grandmaster Difficulties will be available on July 21, 2020.
  • Increase Masterwork material drops for the difficulty of Grandmaster Nightfall.
    • Completion of Grandmasters at Platinum, Gold and Silver levels now has a higher chance of dropping Exotic armor items.
    • Completion of the Grandmaster at the Platinum level now guarantees one Ascendant Shard (with a small possibility of one addition), and four Upgrade Prisms (with moderate odds on 1-2 additional).
    • Completion of the Grandmaster at the Gold level now guarantees two Improved Prisms (with moderate opportunities on two additions).
    • Completion of a grandmaster at the Silver level now has little chance at two Prism Upgrades.

UI / UX

Remapping Control Buttons

    • There is a new “Custom” controller layout which, when selected, allows the player to map back what actions are bound to which controller button.
    • Additional details can be found at “This week at Bungie – 6/4/2020“blog article.

PC & Stadia settings

  • Keyboard, Mouse, and Controller settings are reorganized.

Tooth Details Subscreen

  • Toggle Stat Display is now also supported on armor that is not equipped.
    • Previously, this was only supported for equipped armor.
    • This allows you to switch between viewing statistics related to your teeth, or overall build statistics, in the gear sub-details screen.

Wrapped Goods Container

  • A new container has been added to the Inventory screen for wrapped items / bundles which provides an easy area to find your Eververse purchase.
  • The wrapped item will still be displayed in the relevant area (Example: Ghost in Ghosts container) as well as this new area.

General

  • Add some loading screen instructions related to economy.

PLATFORMS AND SYSTEMS

  • Fixed an issue where FPS could lock 30 FPS when relaunching games on Steam.

GENERAL

  • Season 10 Luminous Bright Engram has been stopped, and players can now get the new Season 11 Mnemonic Bright Engram instead.
  • Add a new “Talent” section to the Bright Dust tab from Eververse which only contains Shaders and Spawn FX.
  • Fixed a bug that caused the Seasonal Post-purchase screen to display in reverse order.
  • Exotic Ghost Warmind-themed is available at Cryptarch for free for anyone who has a Season 10 Season Pass.
  • Some changes to the Season Pass prize have been made, including:
    • Consolidation of several Glimmer prizes.
    • Elimination of Legendary Weapon Ornaments.
    • Add a few Bright Dust prize points and increase existing points.
  • Increased chance of drop from Heroic Menagerie from 5% to 20%.
  • Fixed an issue that caused old searches to sort ahead of newer searches when players log in.
  • Ranking on Season Pass no longer fills up your Super meter.
  • Fixed a bug that prevented players from winning Benevolence.
  • Repair damage that can occur in Gambit when doing finisher.

You’re out. join | List

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Why Blockchain will improve games and gamers | Instant News


Guest Post by Marilynn Schwartz

The game industry, which exceeds $ 150 billion and reached more than 2.5 billion gamers by 2019, big, and everyone knows that. So, what are the pockets of the most promising opportunities in the industry with content ranging from the cellular version of chess to titles that have long been produced, such as Automatic Big Theft and a potential user base that includes anyone with a smartphone? Finding out where investing in the gaming ecosystem is difficult: the industry is full of investors who are gamers themselves with expertise ranging from consumer-facing content to stacks of technology that gives the power of gaming behind the scenes.

If you are looking for a pick-and-shovel game in the game, consider this: the more people live their lives online, the more they want to produce real value from their virtual activities. This was proven not only in the rise of esports and streaming, but also in the size of the booming virtual asset economy in the game, which is projected to reach $ 50 billion in 2022. Players want to spend real money on potentially temporary items that only exist in the game. These digital assets range from purely cosmetic-based goods or statuses to characters to that virtual currency its value fluctuates and can be traded for fiat and cryptocurrency.


As demand increases, blockchain solutions are ready to disrupt the way players and developers interact with the virtual asset market.


Blockchain to the Rescue

As demand increases, blockchain solutions are ready to disrupt the way players and developers interact with the virtual asset market. Investors must look at the second chance to bring esoteric technology to the original gamers community digitally while discussing the significant pain points faced by developers and players.

Of course, the desire to make a living by playing games is unprecedented: some people support themselves mining virtual gold in older games like World of Warcraft. Second life, launched in 2003, reports that users spend $ 3.2 billion of real money for transactions in the world during the first ten years of the game. If the behavior and games that allow it exist for so long, what is different now, and why blockchain?

More games + more gamers + more things to buy = more things that can go wrong

The existing secondary market, where gamers can trade assets and accounts in the game, functions sub-optimally for all stakeholders. Incumbent has faced costly challenges when trying to fight with the negative externalities of their rapidly developing virtual economy. Snowstorm trying to legitimize the trading of virtual goods for in-game currencies by developing their own auction houses, because the existing black market is full of hackers and other evil actors. But by doing that, they created the pay-to-win system player is turned off.

In other high profile cases, Valve removes trade CounterStrike: Global attacks items that can be exchanged for their money Steam market When Deception networks around the world are starting to launder money through the key used to unlock the booty box. This dynamic undermines the ability of developers to fully monetize their players, hurt players by creating risky black markets, and negatively impact the entire ecosystem when incentives are not aligned.

Everyone Gets the Benefits of the Blockchain

By tokenizing player achievements and investing in games as assets on the blockchain, it is possible to formalize the value of these assets for players and developers. The benefits of the blockchain are very important for balancing two other major dynamics that have traditionally impeded the gaming ecosystem.


In the face of increasing demand for digital goods and increasing risks associated with holding and trading these goods, blockchain-based solutions that reduce risk and friction can develop.


First, developers are given an incentive to attract new players who will invest their time and money to play. It is not in the best interests of the developer to impose sanctions on the sale of used accounts. Players who sell accounts on the black market will pocket profits, and developers lose revenue that will be generated by new players by building accounts from time to time.

Secondly, as long as virtual assets are in the developer’s centralized database, there is a risk left that the assets and the game itself can cease to exist if the developer stops supporting the game or deliberately changing the game mechanism or asset supply in a way that devalues ​​the asset altogether. By utilizing smart contracts during game development and to facilitate transactions, developers and players are guaranteed the original assets and the intentions of the two parties involved in the exchange of virtual assets. Introducing this trust mechanism reduces friction in the virtual economy and is a win-win for all participants.

Elegant Solutions Ready to Grow

In the face of increasing demand for digital goods and increasing risks associated with holding and trading these goods, blockchain-based solutions that reduce risk and friction can develop. Companies with blockchain-based solutions that integrate seamlessly into the player’s experience and appeal to developers who are tied to the primary market because their main source of income is ready to grow. Company likes Heap and Wax.io pioneered this for consumers and developers. And beyond the potential of the blockchain solution to overcome this longstanding challenge potentially is the potential of the blockchain solution to overcome the increasingly difficult ethical and cultural pain problem that hangs in the broader media industry.

Players and Developers Can Lead

Social media companies face scrutiny to pocket the profits generated by user data and time while game developers are under negative pressure from profiting from gambling style elements in games played by children. Both forms of media have been criticized for using addictive tactics that intentionally damage productivity and mental health. The lesson is that both gamers and developers know that there is far more to the game than this statement suggests. Entrepreneurs who discuss existing misalignments and negative externalities while maintaining the best aspects of the game will capture while creating value where other forms of social media and entertainment have failed. Expect them to use the blockchain when they do!


Marilynn Schwartz is an Associate Summer MBA at Primary Venture Partners and a student at Columbia Business School, where he is President VC Fellows and VP from FinTech and Blockchain Club.

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Nintendo Switch eShop Summer Sales has something for everyone | Instant News


Includes a selection of first-party Nintendo games

Nintendo is a broad host Summer Game Sales this week on the Nintendo Switch eShop.

When we think of Nintendo sales, especially for first-party games, we tend to think of minimal discounts compared to other platforms. That trend is not out of fashion today. Still, it’s worth reading. Apart from Nintendo and small-scale developers, publishers such as Team17, Bandai Namco, Devolver, Warner Bros, and Ubisoft also participated with their own Switch offer.

As reference, more than a thousand Switch games discounted now on eShop. They don’t all fall under the banner of Summer Game Sales, but if you are in the mood of hunting cheap goods, now is the time to attack.

Here is a partial list of recommendations to get you started:

  • Hats in Time ($ 20.99)
  • AI: Somnium file ($ 29.99)
  • Astral Chain ($ 47.99)
  • Blasphemous ($ 12.49)
  • Bloodstained: Ritual of the Night ($ 27.99)
  • Captain Toad: Treasure Tracker ($ 27.99)
  • Crash Team Racing with Nitro Fuel ($ 23.99)
  • Cuphead ($ 14.99)
  • Dark Souls: Remastered ($ 23.99)
  • Dead cells ($ 18.74)
  • Diablo III: Eternal Collection ($ 29.99)
  • Disgaea 5 Complete ($ 19.99)
  • Donkey Kong Country: Tropical Freeze ($ 41.99)
  • Dragon Ball FighterZ ($ 14.99)
  • Maker of Dragon Quest 2 ($ 41.99)
  • Dragon Quest XI S: Echoes of a Age Hard to Achieve – Definitive Edition ($ 41.99)
  • Enter the Gungeon ($ 7.49)
  • Warrior Coat of Fire ($ 41.99)
  • Fitness boxing ($ 34.99)
  • Gato Roboto ($ 3.99)
  • The Story of Golf ($ 7.49)
  • Heave Ho ($ 4.99)
  • Miami Hotline Collection ($ 8.74)
  • Just Dance 2020 ($ 19.99)
  • Katamari Damacy Reroll ($ 9.89)
  • Kirby Star Allies ($ 41.99)
  • LEGO DC Super-Villains ($ 14.99)
  • LEGO Jurassic World ($ 15.99)
  • LEGO Marvel Super Heroes 2 ($ 8.99)
  • Battle of the Kingdom of Mario + Rabbit ($ 14.99)
  • Mario Tennis Aces ($ 41.99)
  • Mega Man Zero / ZX Legacy collection ($ 22.49)
  • Mortal Kombat 11 ($ 24.99)
  • The New Super Lucky Story ($ 27.99)
  • New Super Mario Bros. U Deluxe ($ 41.99)
  • Ni no Kuni: Wrath of the White Witch ($ 19.99)
  • Okami HD ($ 9.99)
  • Ori and the Blind Forest: Definitive Edition ($ 13.99)
  • Mature 2 ($ 14.99)
  • Overwatch: Legendary Edition ($ 19.99)
  • Rain Risk 2 ($ 14.99)
  • River City Girls ($ 20.99)
  • Shovel Knight: Treasure ($ 27.99)
  • Civilization Sid Meier VI ($ 29.99)
  • Kill the Spire ($ 16.74)
  • Snipper clip ($ 13.99)
  • SNK Heroines: Tag Team Frenzy ($ 29.99)
  • SteamWorld Quest: Gilgamech’s Hand ($ 12.49)
  • An Uncovered Story ($ 2.49)
  • Super Mario party ($ 41.99)
  • Taiko no Tatsujin: Drum ‘n’ Fun! ($ 14.99)
  • The Elder Scrolls V: Skyrim ($ 29.99)
  • Talos Principle: Deluxe Edition ($ 14.99)
  • The Witcher 3: Wild Hunt – Complete Edition ($ 41.99)
  • Thronebreaker: The Witcher Tales ($ 19.99)
  • Flashlight II ($ 13.99)
  • Increased Trial ($ 7.49)
  • Break Two ($ 4.99)
  • Voez ($ 12.50)
  • Wargroove ($ 9.99)
  • Yoku Express Island ($ 6.79)

EShop Summer Game Sales last until June 16, 2020, 11:59 p.m. Pacific.

You’re out. join | List

Disclosure-bot: Just in case the editor doesn’t mention it, we don’t have control when the transaction starts and ends. Offers can sometimes disappear in minutes (don’t shoot the sender of the message). Trying to link deals even hours after the timestamp of this article can lead to punching itself, so maybe tag us video game deals if you are hunting. Also, it goes without saying, but some shopping links really support the author. If you see an error, please let us know as soon as possible.

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