Sat. Dec 3rd, 2022

Sunday is needed to fix the radiator because it sounds like a pipe. Before you make the call, let’s read the best gaming (and related) articles from this week.

On The Verge, Adi Robertson wrote about how DeviantArt navigates the minefield of AI art. I see this as a compliment to Andy Baio’s Waxy article I linked to a couple of weeks ago. While DeviantArt tries to mitigate compliance issues, there will always be issues until proper regulation is put in place.

If an artist is okay with being copied, DeviantArt will push users to credit them. When you post a DreamUp image through the DeviantArt site, the interface asks if you’re working in the style of a particular artist and asks for a name (or multiple names) if so. Confirmation is required, and if someone flags a DreamUp work as mislabeled, DeviantArt can see what tooltip the creator used and make a decision. Works that do not cite attribution, or works that intentionally bypass the filter through tricks such as misspelled names, may be removed.

As for Hit Points, Nathan Brown reflects on God Of War: Ragnarok’s shiny, old-fashioned finish. While I enjoyed God Of War (2018) and look forward to playing Ragnarok, I agree with Brown’s thoughts on the most important game of the season sticking to the script.

But after a few hours spent in the company of Ragnarok, I rethought this comparison. It’s not that this game specifically looks like a Marvel movie; rather, it’s that Sony’s first batch as a whole is sort of a video game version of the MCU. God Of War, Uncharted, The Last Of Us, Horizon: These games form a kind of connected mechanical universe. The connective tissue, while not as obvious as in Ubisoft’s open-world games of yesteryear, becomes more visible with each new game that features it, and rather loses its appeal. Ah, the rock climbing section, right? Sort of like a hidden path containing… yes, crafting materials, of course. But how can we cross this high wall? He’s taller than both of us put together! Are you saying that the big ones of us could give a boost to the smaller ones? Capital idea!

On Polygon, Oli Welsh wrote about the man who created World of Warcraft GeoGuessr. A neat reference to a version of the WoW web game where you try to guess your location using a 360-degree shot similar to Google Street View. This is Stormwind, not Cambridge.

When it comes to World of Warcraft as a whole, there are many things to test your knowledge at, and only the most ardent WoW player will get it all. (Personally, I had the “Explorer” achievement for discovering each area on the map once – but that was a lot of additions ago.) from my eerie forest mixed up. (There are a lot of spooky forests in WoW.) The second time around, I limited my choices to my old rogue Kalimdor – the first character I dropped was a troll, so Durotar and the Barrens on that continent will always feel right at home – and I actually killed. There’s no doubt the Spanish moss-covered trees of the Dustwallow Marsh or the sunny valleys and towering mesas of Mulgore, if, oddly enough, it seems like you grew up there.

In Unwinnable, Steven Nguyen Skeif wrote that the friction in the Scorn is less tolerable due to its polish. It’s interesting to read about the differences in expectations for low-poly presentation games.

But shouldn’t friction be the goal of a survival horror game, especially in an alien world that doesn’t have dialogue or camaraderie to explain how things work? The horror stems from insecurity, despair, and discomfort, few of which are synonymous with the big-budget games we imagine as the face of the medium. Anyway, Scorn doesn’t go as far as it could; it still leads us along a linear path with lights to indicate the path and white outlines to indicate interactive objects.

This week’s music is Heard Me Right by Amtrac. Here is the link to Spotify. There is no link to YouTube, unfortunately, the melody is too fresh.

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