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Sunday Newspaper | Rock-paper-scissors pistol



Sunday is for vitamin D pills because the sun has decided it can’t be bothered to hang out. Before you read on, read this week’s best articles on games (and game-related things).

On Eurogamer, Victoria Kennedy wrote about the man who makes the controller accessible to everyone. Kennedy sat down with Caleb Kraft from The Controller Project, a charity that creates free downloadable blueprints to modify existing controllers and make them work in sync with your disability player.

“I think it would be great to see a configurator online where you can choose from a pool of parts and build a 3D printing kit for your controller to do what you need, after that prints it and ships it to you,” he shared, saying he believes something like this would be “incredibly powerful” for the general consumer.

For the Game Informer, Blake Hester chats with Ryu Ga Gotoku Studio on Like A Dragon’s Future (Yakuza). I cover this briefly in one article but it also deserves a shout out here. Fascinating insight into their perspective on management change, experimentation, and work-life balance.

One change the studio can talk about now is the number of non-Japanese people working at RGG. As mentioned by Yokoyama, the company’s workforce includes many employees from all over Asia. He hopes to continue this trend, creating a more cross-cultural studio. He said he imagines a scenario where we’ll sit in this same room in the future and have studio heads who aren’t from Japan.

In The Guardian, Patrick Lum wrote about how Dwarf Fortress tells some of the weirdest stories in the game. Lum chats with brothers and creators DF Zach and Tarn Adams about the game’s upcoming commercial release. However, they are not yet complete.

Tarn describes their goal as creating a “storytelling engine,” and they’re still trying to figure out the best way to interpret it. Every feature in the game, he said, has to be fun to emulate AND have a fun effect that the player can notice. At one point, they added styles in which nervous dwarves could tap their feet – but having nervous dwarves really doesn’t affect the rest of the game and so the player doesn’t recognize it. see that. “If you make the simulation really complicated, but you don’t show it to the players, it doesn’t become part of their story,” says Zach.

In The Washington Post, Jeremy Signor wrote about how V Rising lights the way forward for the survival genre. See how the game explores the vampire’s weakness and turns it into an interesting system.

The sunlight in “V Rising” turns daylight into hostile territory. Only doing things outside the castle at night is one strategy, but that’s extremely inefficient and you’re likely to run out of things to do before the day is over. But there’s a reason the game’s first biome was a jungle: lots of darkness. As long as you’re standing in the dark of any kind, you’ll be safe. In a way, this turns “V Rising” into something more like a Zelda game than a survival game, endangering your way and heavily distorting the way you play by turning The wayfinding feature becomes a staple in the game. Anything the sun touches is lava. You will have to rush through the dark to survive.

This week’s music is Dun Morogh by Jason Hayes, outside of the World Of Warcraft OST. This is Spotify link and YouTube link. Easily one of my favorites in the WoW soundtrack.

That’s all for now, see you next week!

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