DropMix is a hybrid of the virtual and real, a pattern that many gaming companies are taking with the advent of augmented reality and the commercialisation of that technology. There's a lot going for gaming hardware experiences in 2018, and when they merge this physical presence with the unbound potential of digital technology there's really little stopping them.
Through the years of brown and grey to the lens flares of yore, video game graphics have gone from pixelated concepts of objects to uncanny valley micro-emotions. But what would have happened if photorealism didn't win out? What would have happened if game developers didn't rally together to breathe realistic life into every screenshot or E3 demo?
Kate Collins' mutterings in Everybody's Gone To The Rapture are seldom enlightening. Yet, the protagonist's comments on "the necessity of presence born from absence" highlight a fundamental examination at play in one of The Chinese Room's most celebrated games. In an experience ruled by absence, how is the perception of the unseen explored in Everybody's Gone To The Rapture?
In a recent interview with the Wall Street Journal, Microsoft boss Phil Spencer emphasised the company's plans to release first party exclusives on other consoles, namely PS4.
Elex hits PC and console stores tomorrow, and has largely flown under the media radar in the run up to its release. It may be the dubious attitudes to Piranha Bytes previous title Risen, it may be the somewhat overshadowed release date, but most likely it's probably down to the fact that nobody really knows what it's about.
Nerd Block's site has been conspicuously down for the past few weeks, 1Up Box has put its prices up, and gaming subscription box giant Loot Crate is losing voices with each delivery it makes. This time two years ago, these monthly deliveries of gamey, geeky goodness were firing on all cylinders. In 2017, they're losing steam at an alarming rate.
In Homo Ludens, the iconic treatise on the cultural importance and prevalence of play, Johan Huizinga makes one of society’s first attempts to systematically categorise the notion of play. It wasn’t a popular idea then, but we’re currently witnessing a Huizinga revival with similar discourses growing around video games.
What follows is a short essay I produced earlier this year concerning the nature of virtual reality when faced with the assertions of Weinbaum's 1935 short story Pygmalion's Spectacles which, in effect, introduces the notion of the virtual reality headset way back in the 30s!