Existentialism, characters at work, chapters and a great American novel, in card game form?
This feels custom made for the THATCamp games crew. Potentially a teaching tool for the book itself? Or perhaps not, it could end up being more about memorization (in the educational sense), though they seem to claim that it brings the feel of the book as well. Looks like it could be interesting.
Just as one of Melville’s goals in writing the book was to bring landlubbers like us into the glorious and tragic world of the whaler at sea, our game encourages players to interact with the text in a new, exciting and immersive way. Even without a knowledge of the novel, playing the game will clue you into the relationships between key sailors and the various perils and processes of hunting whales in the 19th century. For our art style, we scoured public and private collections for key imagery that would further bring players into the glory days of whaling. Found illustrations, daguerreotypes, prints and other imagery were integrated into many of the cards throughout the game, creating an important visual record of the world that Melville drew from. As important as the visuals are, the game could not exist without Melville’s voice. Every card features a choice quotation from the book, tying the action at hand to the grand tale itself.
I figured it out. We’re forum-raiding sex in video games.
All of the Grand Theft Auto radio stations are now available on Spotify and iTunes
iheartchaos:
As a promotion for this year’s release of Grand Theft Auto V, Rockstar has made all of the awesome radio stations, from every single GTA game that has had them, available for your listening pleasure on iTunes and Spotify.
The list of s…
dresdencodak: Inspired by Anita Sarkeesian’s Video Game Tropes…
dresdencodak:
Inspired by Anita Sarkeesian’s Video Game Tropes vs Women, I wanted to pitch a Zelda game where Zelda herself was the hero, rescuing a Prince Link.
Clockwork Empire is set 2,000 years after Twilight Princess, and is not a reboo…