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Brandon Gilbert standing in a walkway between buildings. He is wearing a green jacket with roses on it and a baseball cap.
2016 Year in Review by Danielle S. Reed on December 13th, 2016
"...you see it within the first two years in the tech world that you’re just being consumed as a pillar of knowledge instead of a pillar of greatness."
Screenshot from Snapshot game: shows a room in pixelated graphics with skull and heart posters on the wall, a computer desk, several bookshelves, a rug, and bed with pillows.
Issue 42 by The Editor & Alayna Cole on October 18th, 2016
"Opportunities for queer representation are improving, but there are certainly still gaps that need to be filled."
A group of four Black and brown gamers sitting in a living room, watching one of their group, holding a game controller, play intently.
Issue 39 by The Editor & Tanya DePass on July 27th, 2016
"Sometimes all you need is a little boost to keep going, so we're trying to do that.”
Ellie and Riley from The Last of Us: Left Behind, looking towards us as if posing for a photograph; Riley is giving Ellie bunny ears behind her head. Both are dressed in soiled outdoors-y clothes and wearing backpacks.
Issue 37 by Veve Jaffa on May 24th, 2016
Diverse characters and storylines are often withheld from games to be sold as optional add-ons for additional cost.
From "Fez": Gomez, the main character, has on sunglasses and a gold dollar sign around his neck, and leaps from a pixelated, grassy ground towards dollar signs in starry sky.
Issue 36 by Veve Jaffa on April 27th, 2016
The high visibility of indie success stories creates the illusion that commercial success is accessible and achievable by all, disregarding the challenges most indie developers face.
Artistic shot of a video game controller.
Issue 35 by Kara Melton on March 30th, 2016
In a social environment where the movement of black people is produced through constant surveillance, Curry’s inability to be accurately transformed into a digital version is a powerful critique.
Clock face, slightly burned as if it's been in a fire.
Issue 34 by Eira A. Ekre on March 16th, 2016
We have continuously talked about how harmful crunch is. But game studios haven't changed their ways.
Dozens of blue tickets.
Issue 34 by Veve Jaffa on March 14th, 2016
As the majority of marginalized developers risk financial stability to attend industry events, our primary goal, too, goes ignored: building the resources and capital to finance our work.
An image from REDDER, in sunset tones. The character is shown standing on a ledge. An energy cell, which the character must collect, is on a long ledge above where they stand.
Issue 33 by Veve Jaffa & Anna Anthropy on February 23rd, 2016
"I don't know if I believe in passion. Passion is the thing that lets us overlook how badly we're hurting."
A whale pictured, jumping in the sky as someone looks up at it from the end of a dock over water.
Issue 30 by Eira A. Ekre on November 24th, 2015
Game studios are now purposefully designing bad systems and mechanics, hoping that people will be willing to pay to get past the poorly-made parts of the service: when microtransactions are the sole source of income, we start to build our entire product around that model.