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‘Tetris’ gets fitted for movie adaptation

- September 30th, 2014

If the pieces fit, then it’s no puzzle why this famous problem solving game is finally getting a movie.

That was the last of the puns, I promise.

Seriously, though, Threshold Entertainment, the studio that produced the infamously terrible Mortal Kombat films, has teamed up with the Tetris Company to produce a live action movie based on the game, the Wall Street Journal reported Tuesday.

Just how does one turn a game about alternating the pathway of different shapes to perfectly sit atop one another into an action intensive film?

“This isn’t a movie with a bunch of lines running around the page,” Larry Kasanoff, Threshold Entertainment’s CEO, told the Journal. “We’re not giving feet to the geometric shapes.”

Despite his attempt to assure movie goers they wouldn’t be sitting through a two hour play through of a puzzle game (not that we’d necessarily object to that), Kasanoff wouldn’t say much more about the project.

Although, he did reaffirm that the film would be quite good, throwing around the word epic quite a bit.

“What you [will] see in Tetris is the teeny tip of an iceberg that has intergalactic significance,” he said.

Intergalactic significance?

Hold on to your arcade sticks, Tetris may be heading to outer space.

How does one manage to secure the puzzle pieces in a zero-gravity environment space?

The Quinnspiracy: Depression Quest maker responds

- August 29th, 2014
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Screengrab: YouTube.com

By now you’ve probably read something about the #GamerGate a.k.a. The Quinnspiracy a.k.a. facepalm.gif. If not, this explainer from The Mary Sue should catch you up.

In short, Zoe Quinn,  the indie developer behind Depression Quest, found herself at the heart of a brutal mob attack (or gamer revolution, depending who you ask) after her ex-boyfriend posted a lengthy diatribe about her alleged infidelity.

Quinn, who has since been bombarded with some of the vilest threats and insults I’ve ever had the displeasure of seeing, has refused to respond to questions or allegations about her sex life.

But, “now that things have begun to calm down,” she has responded to some of the other charges levied against her.

Read more…

The Instagram adventures of Mario and Luigi

- August 28th, 2014

Charles Martinet, the voice of Mario, Luigi, Wario et al in the video games, has the most adorable Instagram account.

In his videos we get a look at the lives of Mario and Luigi out in the real world. (Martinet carries around action figures of the characters and gives them cute dialogue).

Here are some of the best ones:

Martinet, who might be paying homage to Space Jam in keeping it real with this ancient website, first appeared as Mario in Mario Teaches Typing in 1991, according to IMDB.

His next big appearance was in 1995′s Super Mario World 2: Yoshi’s Island as Baby Mario, a character with a cry so abrasive and unbearable I have in the past described it as a psychological form of birth control. Martinet’s Instagram account makes up for it, though.

(Watch if you dare!)

H/t to Reddit.

Death threats force Anita Sarkeesian out of her home

- August 27th, 2014

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Anita Sarkeesian, the controversial creator of the Women Vs. Tropes In Video Games series, says she had to leave her home after one of her many naysayers threatened to kill her, her boyfriend and her family in a series of tweets that appears to have included her address.

 

Sarkeesian posted a screenshot of the threats, which you can see after the cut. Be warned: The content is extremely graphic.

Read more…

Anita Sarkeesian: Dragons are seen as more realistic than a world without sexual violence

- August 26th, 2014

Anita Sarkeesian concludes her latest installment of the feather-ruffling Tropes Vs. Women In Video Games series with a pertinent question: Why do we think depictions of brutalized women are necessary to make a game feel real?

After a thoughtful and lengthy dissection of how video games use violence against women as background decoration or lazy character development, singling out games like Assassin’s Creed: Brotherhood, Bioshock, Watch Dogs, God of War and Hitman, Sarkeesian explains:

It’s so normalized that when these elements are critiqued, the knee-jerk response I hear most often is that if these stories did not include the exploitation of women, then the game world would feel too unrealistic or not historically accurate.

What does it say about our culture when games routinely bend and break the laws of physics and no one bats an eye? When dragons, ogres and magic are inserted into historically influenced settings without objection? We’re perfectly willing to suspend our disbelief when it comes to multiple lives, superpowers, health regeneration and the ability to carry dozens of weapons in a massive invisible backpack, but somehow the idea of a world without sexual violence and exploitation is deemed too strange and too bizarre to be believable.