The final instalment in feminist critic Anita Sarkeesian's look at the depiction of women in video games ran today, focusing on how games depict women (and men) as sidekicks. The 11-minute episode concludes two eight-episode seasons of possibly the most controversial series of cultural criticism about games in the medium's history.
Tagged With bioshock infinite
BioShock Infinite's Elizabeth is cool, but she's a lot cooler in the game's DLC, which explains why so many people are out there doing such a good job cosplaying the character.
So there you are, minding your own business, when the CEO of Giant Game Publisher approaches you with an offer: he wants you to lead the development of a brand new entry in That First Person Shooter that he makes, and he wants you to make sure it's fun to play. How do you make sure it's fun to play?
As we've seen in the last few years, being behind a popular franchise or pumping out successful games is not always enough to save a studio from the chopping block. Take Irrational Games and BioShock, which pushed 25 million copies. That's apparently mediocre, if the fate of Irrational is anything to go by.
In case you forgot, Valve's Source Filmmaker is an extremely powerful tool for turning games into movies. Sometimes we get things like the fantastic Team Fortress 2 End of the Line short. Other times we get sheer, unbridled madness. These videos starring BioShock's Booker DeWitt are the latter.
When first signs of life appeared for The Black Glove, it quickly became clear that the former BioShock devs working on the first-person game wanted it to be a bit bizarre. So their homage to old-school arcade games won't just be a fun, nostalgic mini-game. Those creatures are going to break through into the funky nightclub where the game happens. Things will get even stranger.
Video: Check out this awesome musical cosplay from PAX East 2014: it's the Barbershop Quartet we see at the start of BioShock Infinite. (via Matthew B)
The two "real" bottles of BioShock Infinite vigor we posted about last year were nice, but you know what, these two might be ever nicer.
Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events, and I thought it made sense to write some of it down. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work.