John • Gaming In The Wild

@gaminginthewild.com

Video games • Podcasts & YouTube: gaminginthewild.com • Journalist & Writer: Lost In Cult, Phaidon, So Many Games, more • PR & Scouting • There's a patreon! patreon.com/gaminginthewild

Oh man. I got absorbed in this sci-fi book by Juhea Kim — A Love Story From The End Of The World. Put the book down at the end of chapter one. Was thinking about the ways it could develop all day. Picked it up again... and it's a short story compendium. That was the end of the story.

Video game aiming is a simulation of a physical action, made awkward by the loss of sensory input & tactility. It can be augmented by e.g. aim assist, which makes it feel more like an intuitive action—a replacement for that lost "feel". As such, it's a design choice, not a difficulty concession.

Splatoon Raiders starts rough. Feel like it's a what-not-to-do guide to dialogue & tutorialisation. Lots of egregious (let's call it) 'story'. Endless tutorials make the management stuff feel burdensome. The shooting is okay. It's the most chaotic/least-slick Nintendo game I've played for a while.

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I always find that the hard part of being a writer (or an artist) is maintaining the belief that what you, personally, have to say is worthwhile. Writing about other people (or things) is easier. You apply yourself to them; it's fun. But pure writing? Or creation, really. It takes such strength.

I get promo emails that say things like "because of the detail in which you discuss the systems of turn-based tactics gameplay we think you'd like.." and I'm like. I did? Can't tell if I'm being gaslit, glazed, mailblasted, or complimented for a long forgotten Into The Breach pod from 5 years ago.