Longform

I am an amiibo Hunter, and I'm Mad as Hell

EDIT
by Jason Fanelli April 3, 2015 @ 1:13 PM
I had planned to collect the entire Super Smash Bros. line before backing away and being more selective about my amiibo purchases. I had successfully avoided the NFC figure initiative until now because I'm a longtime Smash player and these are too cool to pass up. Notice I said I had planned to collect the entire Smash Bros. line. That goal is now in jeopardy, and not through any fault of my own.

Lionhead’s Tasteless Tweets Are Just the Latest Examples of Gaming’s 'Boys Only' Culture

EDIT
by Sarah LeBoeuf March 28, 2015 @ 1:33 PM
Lionhead Studios/Twitter
It’s a story anyone who follows the gaming industry has become familiar with: a corporate Twitter account posted something that may have shown poor judgment. Responses were angry, Tweets were deleted, and an apology was issued. Microsoft’s Lionhead Studios, or the social media manager behind the account, certainly isn’t the first to commit this kind of gaffe, and I have no doubt that it was meant to be a harmless joke. Sadly, when you’re constantly bombarded with imagery that conveys the message that you’re not wanted, it’s not hard to read more into it.

Hotline Miami Jacket Kickstarter Makes the Digital Physical

EDIT
by Luke Brown March 2, 2015 @ 3:39 PM
Last August, ESC Toys and Dennaton Games turned to Kickstarter in an attempt to bring the protagonist of Hotline Miami to life in action figure form. The hope was to turn Jacket into a sixth-scale collectible, with all manner of accessories and authentic clothing pulled from the game itself to accompany him. With a fairly modest $60,000 goal, the venture was funded in less than 24 hours, and went on to secure nearly two and a half times its target by the time all was said and done.

How Impact Winter Turned Kickstarter Failure Into Steam Success

EDIT
by Sarah LeBoeuf February 24, 2015 @ 12:21 PM
Mojo Bones
In October 2014, a little-known UK indie studio launched a Kickstarter campaign for Impact Winter, a survival RPG described as “Fallout meets Oregon Trail.” It was an ambitious project for the small development team, with the Kickstarter description touting “open-world gameplay with dynamic weather, haunting interiors and fearsome wildlife” on a relatively small budget of £95,000 (around $150,000). One month later, the campaign concluded with Mojo Bones reaching not even a quarter of its fund-raising goal, and that was the last we heard of Impact Winter… until last week, when the project reemerged on Steam Greenlight and was approved in under three days.