All manner of scifi/fantasy/nerdness: RPGs, comic books, Firefly, RPGs, Community, Buffy the Vampire Slayer, RPGs, Avengers, Doctor Who, And RPGs. And comic books. And RPGS. Not a "fandom" blog, unless D&D alignments count as a fandom.

 

Alright, listen up people.

bluefootednewt:

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You see this person here? You see this amazing person right here?

This is Kim Swift, people.

You might be asking yourself, who’s Kim Swift? Well, let’s go into a little history:

In 2005, Swift made a game for a student project at her college by the name of Narbacular Drop. You’ve probably never heard of it, but I’m pretty sure almost all of you have heard of the game that it eventually became:

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Yup. Gabe Newell was so impressed by the level design and game mechanics of Narbacular Drop that he immediately hired Swift to work at Valve, where she became the leader of the Portal development team and the level designer, and went on to win both the “Innovation” and “Game of the Year” awards at GDC 2007 along with Eric Walpaw. She worked on both games in the Left 4 Dead series, as well.

Oh, and she’s also one of the main people responsible for the design of GLaDOS. Mother. Fucking. GlaDOS.

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How amazing is that?

So, why am I telling you all of this? Simple. I’ve seen tons and tons of Portal and GLaDOS appreciation posts on here, most of which with thousands of notes. And I figured you’d all wanna know about one of the awesome ladies that made them happen.

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Plus, Kim Swift is honestly one of my inspirations as someone getting into software engineering and possibly wants to develop games at some point. And I think she could serve as an inspiration to anyone.

This has been a Kim Swift Appreciation Post™.

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kickstarter:

max-clyde:

It Took Seven Years To Make An Indie RPG So Good-Looking
Its creator started working on Platformer/RPG Heart Forth, Alicia in 2007. The result is an aesthetically beautiful game with a complex story, a detailed world and what looks to be pretty damn fun gameplay. Sadly, it’s still not done.P
Inspired by the likes of Zelda, Xenogears and Castlevania (Symphony of the Night, specifically), Heart Forth, Alicia recounts tale of a young wizard-slash-warrior girl trying to save the world from ultimate evil.
On top of that, we’ve got the familiar metroidvania-RPG fare: a large, connected world, steady character progression, loot, side quests, crafting, and so on. There’s a little bit of that in the trailer above, if you can notice it while you’re gawking at the art.P
As I mentioned, the game is still unfinished, which is why it was put on Kickstarter—it already managed to collect over $3,000 in just four hours, impressively enough. That’s five percent funding. In four hours. I foresee a bright future for this one. Should the campaign succeed,Heart Forth, Alicia is promised to arrive on PC in one year, in May 2015.P
Heart Forth, Alicia [Kickstarter]

Kotaku on Heart Forth, Alicia! 

They destroyed so many of their stretch goals.  This looks like it’s going to be great.

kickstarter:

max-clyde:

It Took Seven Years To Make An Indie RPG So Good-Looking

Its creator started working on Platformer/RPG Heart Forth, Alicia in 2007. The result is an aesthetically beautiful game with a complex story, a detailed world and what looks to be pretty damn fun gameplay. Sadly, it’s still not done.P

Inspired by the likes of Zelda, Xenogears and Castlevania (Symphony of the Night, specifically), Heart Forth, Alicia recounts tale of a young wizard-slash-warrior girl trying to save the world from ultimate evil.

On top of that, we’ve got the familiar metroidvania-RPG fare: a large, connected world, steady character progression, loot, side quests, crafting, and so on. There’s a little bit of that in the trailer above, if you can notice it while you’re gawking at the art.P

As I mentioned, the game is still unfinished, which is why it was put on Kickstarter—it already managed to collect over $3,000 in just four hours, impressively enough. That’s five percent funding. In four hours. I foresee a bright future for this one. Should the campaign succeed,Heart Forth, Alicia is promised to arrive on PC in one year, in May 2015.P

Heart Forth, Alicia [Kickstarter]

Kotaku on Heart Forth, Alicia

They destroyed so many of their stretch goals.  This looks like it’s going to be great.

Anonymous asked
Why are so many people demanding AAA titles to be all feminist and stuff when women don't even buy those games?

askagamedev:

The long and the short of it is… because they do. Let’s explore that thought a bit with some actual research, hm?

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Read More

"Why Modern Games Can’t Hack It", Patrick Lindsey, Paste magazine, June 5, 2014

Cyberpunk protagonists are not powerful in the ways that are valued by traditional masculinity. Neuromancer’s Henry Dorsett Case—a name so unmanly I got a wedgie just typing it—is a protagonist and a hero, but he’s far from powerful in the traditional sense. He’s a 24-year-old drug-addicted alcoholic who is virtually useless unless he’s plugging away at his console. In contrast, games like the recent Watch_Dogs apply the hacker mentality to the burly white brick shit-house character of most videogames. Watch_Dogs’s Aiden Pearce, a protagonist whose very name was designed by committee to sound like a one-two punch, prowls the streets of Chicago flagrantly gunning down petty criminals. Even the box art shows Pearce with his gun hand featured prominently in the foreground, his cell phone and hacking device clutched close to his chest, almost as an afterthought. Similarly, Adam Jensen of Deus Ex: Human Revolution peers disinterestedly at the world through his perma-shades, taking on the criminal underbelly in a sleek combat suit and leather duster. Both of these men are much more Van Damme than Thomas Anderson.

Neither of these men are fighting existing power structures. They are the power structure. Both are white and able-bodied. Jensen especially embodies this, as the private bulldog cyborg of the biggest biotech firm in the world, who lives in a Detroit penthouse. Both are proficient killers and have access to significant financial and material backing.

The vast majority of videogames are mechanically centered around the acquisition of power, as evidenced by character leveling systems and equipment progression. Cyberpunk, in contrast, is dedicated not to the accumulation of power, but rather its redistribution. Hackers topple governments and expose corporations, but they rarely ever do so for their own personal benefit. They are fringe, and they are destined to always be fringe—forever one step ahead of detection, capture and imprisonment.

Pearce can use this data to inform his actions – he can choose to siphon money from bank accounts or dish out a healthy dose of street justice, empowered by hardware (both technological and ballistic) to be judge, jury, and executioner of Chicago. In a similar vein, Jensen can use his cyber-brain to hack into computer terminals and sift through employee emails, learning personal secrets and even stealing money.

This is directly contrary to the ideology of cyberpunk, which elevates protagonists as Robin Hoods striking clandestine blows against major corporations and corrupt governments. Their visual individuality is a direct contrast to the imposing monolithic grey facelessness of the establishment, the act of hacking itself a refusal to acquiesce to corporate assimilation. Instead, recent games have delivered the reverse – identical white heroes preying on the diverse and colorful array of the city’s inhabitants for personal gain, in the form of money or experience points.

The vast majority of videogames are mechanically centered around the acquisition of power, as evidenced by character leveling systems and equipment progression. Cyberpunk, in contrast, is dedicated not to the accumulation of power, but rather its redistribution. Hackers topple governments and expose corporations, but they rarely ever do so for their own personal benefit. They are fringe, and they are destined to always be fringe—forever one step ahead of detection, capture and imprisonment.

Me: You two want to come over on Friday and play some Marvel Ultimate Alliance?

Friend 1: Heck yes!

Friend 2: That's the nerdiest thing I've heard all day.

Me: What is?

Friend 2: Comic book characters AND video games? That's just really nerdy.

Me: Well prepare to be totally blown away, but before I came over I was using a 3D modeling program to design a dungeon for my Pathfinder campaign.

Friend 2: ...

Friend 1: I thought you said earlier that you were watching Star Trek.

Friend 2: ...

Me: Oh yeah, while watching Deep Space 9.

Friend 2: o.0

improbablenormality:

lianneinthebigworld:

consulting-hunters:

askebab4you:

m4rcobodt:

zombiesandporn:

lyxdelsic:

I wonder what the stupidest thing anyone in the history of mankind ever has said is

"Moffat should be the showrunner of Doctor Who"

"Let’s invade Russia in Winter."

No hitler, you’re not an artist

I knew a girl once who was like “oh my god can you imagine if they didn’t discover gravity??? We’d all fall off the planet!” And she. was. dead. serious.

A girl in my class didn’t now Rome was in Italy. Not knowing this isn’t stupid per se, but she said it after studying Latin (and Roman history) for 3 years and just before our class trip to Rome of which the information included several maps.

A girl in my high school Germany class once asked if ‘Mein Kampf’ was a fun book to read.

"What’s the point of having your classes cancelled if you’re just going to sleep in and play video games?"  -> A friend of mine disapproving of how I spent an unexpected morning off in college.

Ubisoft: We really wanted to put in women, we swear, but it was just too much work.

Bioware: Here, have four different races of playable female characters, all with different body types! We even gave one horns, because why not?