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Transcript:

Welcome back for the second episode of Full Circle, from the New York City Videogame Critics’ Circle. Everyone in the games world has spent the past few days either at the Game Developers’ Conference in San Francisco, or playing BioShock Infinite. The game is easily the most anticipated of 2013 and already looks like a strong contender for Game of the Year. Without getting into spoilers, here’s what a few of our members think of it:

  • Evan Narcisse of Kotaku writes: “Like Portal 2, BioShock Infinite is a sequel that builds on and maybe even surpasses the original game.”
  • Jeremy Voss is still figuring out how to talk about the game. “Whatever misgivings I might have about the story and certain other aspects of the game’s narrative, one thing I can say with absolute certainty is that Columbia is arguably an even more engrossing place than Rapture.”
  • And be sure to check out Harold Goldberg’s feature in the New York Times Arts section: “The Nerd as Auteur in BioShock Infinite.”

If Twitter is anything to go by, one of GDC’s most important panels this year was “One Reason to Be,” where women in the games industry, including the Circle’s Leigh Alexander, talked about their experiences. The panel caused an outpouring of tweets with the hashtag #1ReasonToBe, a continuation of the #1ReasonWhy hashtag that trended a few months ago to raise awareness of sexism in the games industry. Later the same evening, however, a party cosponsored by the International Game Developers Association which featured scantily-clad female dancers sparked outrage and indignation among members. Brenda Braithwaite Romero, a game developer and another speaker on the One Reason to Be panel, told Polygon “I went home feeling super uplifted by the turnout and support for the #1ReasonToBe panel. I woke up to DMs, texts and links to news of the IGDA party. It really saddens me. I have been a long-time supporter of the IGDA. However, my silence would have been complicity. I had no choice [but to resign from the board]. And just hours after our panel, too.”

Another hot topic among journalists at GDC was the issue of review aggregation. What is it? Is it helpful for readers? This week Gamasutra broke the story that Metacritic, a site that averages review scores from across the web to create a supposedly definitive ‘meta-score’, uses a weighting system that many have found questionable. The system, according to Gamasutra, has six tiers, with outlets like Yahoo Games ranked higher than Edge Magazine. Metacritic has since responded reputing Gamasutra’s data, but the discussion about review aggregation, and what it does for the industry, continues.

There were a lot of journalism-related panels at PAX East this year, many of which our members participated in. There are more transcripts, videos and coverage here on our website. For now, that’s it for Full Circle. Join us next time!

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by Jill Scharr

We’re big fans of Penny Arcade’s PAX conventions–they’re known for being friendly, open and inclusive, with panels on diverse topics, everything from sexuality to tabletop games to games journalism.  This year, the games journalism panels themselves covered a range of topics, from freelancing to breaking into IGN. Here’s a rundown of the journalism talks at PAX East 2013, and the advice they had for aspiring writers. (more…)

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This is a week of and for women. On the cover of Time is Facebook’s Sheryl Sandberg. The cover line: Don’t hate her because she’s successful. Sandberg’s new book, already number 2 on Amazon, is called Lean In. It’s a new feminist manifesto by the company’s chief operating officer, one for the social media age. Her tome comes on the heels of The Atlantic’s very popular article by Anne-Marie Slaughter, Why Women Still Can’t Have It All.

So, in a time of feminist resurgence, we also were honored by a re-jiggered, re-imagined Lara Croft in the latest Tomb Raider game.  The Crystal Dynamics game was released by Square Enix on March 5th.

Last year when Tomb Raider was shown at E3, a lot of the online press went wild. They complained that the Lara Croft portrayed in a demo which took place on a vicious island wasn’t just a wimp. At every turn early in the game, she cried, moaned, screamed, whimpered. There were so many different kinds of sounds of distress, it stopped me from thinking about moving forward, about what was next, about her future on this mysterious island where the waters crash against the rocks like dynamite. Lara was made to groan and whine to such an extent, it was as if she weren’t scared so much as she was mugging for the gamers who would play the game. “Save me! Care about me!” she was imploring with each moan. It was too much.

Last year, writers said that this new Lara was perhaps the product of sexism on the part of game designers. The game designers simply said they wanted the player to want to protect Lara. And there was this thoughtful story from Circle member Jason Schreier.

When the game was reviewed this week and last, few complained about those opening sequences. How did they forget their harsh words? Why did they forget them? Was it perhaps all just a pre-release plot by marketing-oriented writers to get hits on websites?

Because the opening of the game plays the same. Early on, Lara doesn’t seem to be able to take pressure of any sort. She still cries, moans, screams, whimpers, shivers. And when she does finally make her way to find a kind of cell phone/walkie talkie that works, on the other end is some guy who has to guide her to give her directions.

My guess is that critics loved the game design, the long, action-filled hours of play,  and beautiful artwork so much, that they forgave the introduction. But the introductory hour or so is poorly written melodrama that’s without nuance. It’s all action and full of black and white, full of cliches, with no grays.

And it doesn’t have to be. It’s not like you couldn’t process a deeper story early on because of the incessantly wild gameplay with which you’re presented. There’s enough breathing room between action sequences for some tight dialog – story-telling with depth.

But there isn’t any such depth.

I’m the kind of person who needs a fairly believable story and/or compelling dialog fully enjoy a game. It could be like any of the chapters in L.A. Noire, or the overarching homages to Steven King and Ayn Rand in BioShock. Heck, it could be no words at all, like the emotional tale-telling in Journey. But I do need story, one that doesn’t screw up the plot points it sets up.

Others don’t care. A blogger at Forbes says that “the true evolution of Croft doesn’t involve her bust size. It’s about whether or not her games have been getting better or worse.” But he doesn’t say anything much about the story. Then another Forbes writer talks about how wonderful it is to see Lara Croft go from being weak to strong. I’d be happier if she didn’t need men to help her along during the weak moments at the game’s start. But after happily discovering a cell phone and having a man on the other end have to calm her down and have to give her directions on what to do really took me out of the story and the game. And while the game has some really compelling twists and turns even as you reach the 20 hour point, I still kept thinking about clichés that occur at the very beginning.

But again, writers didn’t seem to care.  After writing about how the new Lara is not so different from the old and that “few reviewers have mentioned that the new Lara’s tank top is cut lower than the combat vests she wore before,” The Guardian makes this weird leap to end a Tomb Raider feature by saying that Lara Croft is a feminist icon. What? How?

If you don’t care about story, just game design, you’re not going to care about how the game makers treat their action hero.  Generally, it’s a very nicely balanced gaming experience. But I still care about story. I care about every moment in a game. If you’re going to make a good game, make all of the game good. Elegance. Simplicity. Nuance. Story. Lara Croft doesn’t have to be Emma Goldman. Heck, she doesn’t even have to be Joan Holloway. But if you’re creating a dramatic arc through back story, don’t fail from moment one. Because you can’t get that failure back. Again: if you’re going to make a good game, make all of the game good.

-Harold Goldberg, Founder and Editor in Chief

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Was Sony’s PlayStation 4 presentation last week in Manhattan a boom or a bust?

Jill Scharr, the Circle’s senior associate editor, and Victor Kaliogiannis, our videographer, have put together this excellent, nearly 25-minute video program.

Here’s you’ll find deep, immediate post-presentation insight from Kotaku’s Evan Narcisse, Newsarama’s Lucas Siegel, Engadget’s Ben Gilbert and author/Circle founder Harold Goldberg (who is about to get the flu from a hacking Euronerd who coughed on him, which is why he’s a bit curt at times).

All are member of the New York Videogame Critics Circle.

Our guest for this program is Yahoo! Games’ very knowledgeable Ben Silverman.

Enjoy!

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As we stood among the throngs of journalists on a sub-freezing 34th Street awaiting our admission into Sony’s event on Thursday, I said to Susan Arendt, ‘I don’t think I need a new PlayStation that features an incremental upgrade in graphics.’

But as I came out of the cold and into the heat of the Hammerstein Ballroom, I saw Sony’s giant stage and a wrap-around screen high above. After the festivities began and the game videos were shown, I warmed up to the idea of a new PlayStation which will be released around the holidays.

We gathered up some members of the Circle after the event – along with Ben Silverman from Yahoo Games who was in from the West Coast for the show.  Jill Scharr did the interviews and Victor Kalogiannis shot the video. (Reveal: We all wished they had shown the new box itself – and footage from the long-delayed The Last Guardian.) We’ll have the program up soon. So, stay tuned.

Until then, here’s a stream of the whole show from Sony which features many upcoming games and some functionality of the PS4.

-Harold Goldberg, Founder and Editor-in-Chief

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Our ace videographer, Victor Kalogiannis, put together a montage of the 2nd Annual NY Videogame Critics Circle Awards.

He also uploaded the full, complete awards video shot by NYU-Poly to YouTube.

Check them out right now, below:

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Victor Kalogiannis, our intrepid photographer/videographer, put together a variety of shots from the 2nd Annual NY Videogame Critics Circle Awards. Here they are now:

Russ and DanCrowdSamit and Craig PresentingNYVGCC AwardLev PresentingFassenden and Reznick PresentingHitmenFrank LantzFrontalot and ShafferDaniel 2Soundshapes winsJourney WinsDishonored WinsSamit and Craig PresentingRuss and Plante PresentingJill and Scott PresentingEvan and Jason PresentingDan PresentingChuck and Tina PresentingAlex and Lucas presentingNYVGCC Presenting

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by Jill Scharr
   Thanks to everyone who came out to the second annual awards ceremony! The Walking Dead swept the show with four wins: Best Writing, Best Indie, Best Game, and Best Voice Acting for Melissa Hutchison’s Clementine. Journey, Dishonored, The Room, The Unfinished Swan and Sound Shapes were all honored as well. The full awards listing is as follows:
   For best kids game: The Unfinished Swan by Giant Sparrow and Sony
   For best handheld game: Sound Shapes by Queasy Games and Sony
   For best mobile game:  The Room by Fireproof Games
   For best indie game: The Walking Dead by Telltale Games
   For best music: Journey from Thatgamecompany and Sony
   For best new game machine: the PS Vita from Sony
   For best writing: The Walking Dead by Telltale Games
   For best world: Dunwall, from Dishonored by Arkane Studios
   For best voice acting: Melissa Hutchison, for her portrayal of Clementine in The Walking Dead by Telltale Games
   For game of the year: The Walking Dead by Telltale Games
   The evening began with a panel that included Evan Narcisse, Tina Amini, Jason Schreier, Chuck Moran, Scott Alexander, Dan Ackerman, and Russ Frushtick. Moderated by Harold Goldberg, the seven New York City journalists discussed the highs and lows of this year’s titles and achievements, and speculated on the year to come.
   The one thing everyone seemed to agree on?
   They all can’t wait for BioShock Infinite.
   Daniel Radosh, the Emmy award-winning writer for The Daily Show with Jon Stewart, hosted the evening, delivering a wonderful monologue that poked fun at everything from serialized franchises–”After Halo 3 then we got Halo: ODST, Halo: Reach, Halo Wars, Halo Kitty…though I did think that last one was adorable…”– to the big business side of making games–”You can’t recover health by crouching down behind a $75 million dollar loan from Rhode Island.” Radosh also arguably won the unofficial “Best Dressed” category by sporting Clementine’s hat from The Walking Dead, complete with fake blood splatters.
   Other notable guests included Lev Grossman, author of The Magicians and Time Magazine’s book critic, whose brother Austin Grossman was nominated for Best Writing along with the rest of the Dishonored creative team.
   Acclaimed horror filmmakers Larry Fessenden and Graham Reznick were also able to take time out of filmmaking and developing their upcoming survival horror game Until Dawn to present the award for best voice acting.
   And Darren Korb, the composer for the 2011 New York Videogame Critics Circle Award winning Bastion, was there with his band Control Group to close out the evening at the after party.
   Thanks to the NYU’s Game Center for hosting us and to NYU-Poly’s Game Innovation Lab for providing the Pfizer Auditorium and to all the NYU students who came out to the show. We hope to see you next year with more.
The illustrious panel holds court.

The illustrious panel holds court. Photo by Helen Pfeffer.

The Circle takes the stage en masse for the Big Apple Award for Game of the Year.

The Circle takes the stage en masse for the Big Apple Award for Game of the Year. Photo by Helen Pfeffer.

"If they ever do a Hitman reboot where Agent 47 is a geeky jew."

“If they ever do a Hitman reboot where Agent 47 is a geeky jew.” Harold Goldberg, Time’s Lev Grossman and The Daily Show with Jon Stewart’s Daniel Radosh. Photo by Logan Cunningham.

Russ Frushtick makes a point.

Russ Frushtick makes a point. Photo by Helen Pfeffer

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Thanks to all who made the 2nd Annual New York Videogame Critics Circle Awards a smashing success last night! Game developers, critics, celebrities, educators and fans came together in Brooklyn for an epic ceremony. And thousands more checked the event out on Ustream.

Here are the winners!

Big Apple Award for Best Videogame

The Walking Dead

Herman Melville Award for Best Videogame Writing

The Walking Dead

Battery Park Award for Best Handheld Console Game

Sound Shapes

Tin Pan Alley Award for Best Music

Journey

The A Train Award for Best Mobile/iOS Game

The Room

The Off Broadway Award for Best Independent Game

The Walking Dead

The Statue of Liberty Award for Best World

Dunwall from Dishonored

The Best Acting

Melissa Hutchison, The Walking Dead

Peter Cooper Locomotive Award for Best Game Machine

PS Vita

The Central Park Zoo Award for Best Kids Game

Unfinished Swan

-Harold Goldberg, Founder and Editor in Chief

NY-Videogames-Critics

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It’s hard to believe that the New York Videogame Critics Circle Awards will actually happen tomorrow night at 7:30 p.m.

To put this event together on a shoestring budget has been a long, arduous process.

But it’s going to be worth it!

If you can’t make to the Awards tomorrow, you can still watch the proceedings. Here’s the link to our Ustream channel.

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