Collaborating Authors


Voice Actor Erika Ishii on Video Game Roles and Motion Capture


This week, host Karen Han talks to voice actor and performer Erika Ishii, whose very long resume includes video games, animated series, and live action projects. In the interview, Erika explains their process of bringing video game characters to life–characters like Valkyrie in the game Apex Legends. Then Erika discusses diversity among both characters and performers in the video game industry and the ability to say no to projects that aren't the right fit. After the interview, Karen and co-host Isaac Butler talk about diversity in entertainment and the progress that has yet to be made. In the exclusive Slate Plus segment, Erika lists some of the voice actors and performances that have inspired them over the years.

'Stardew Valley' has sold more than 20 million copies


Six years after its initial release, Stardew Valley has sold more than 20 million copies. Creator Eric Barone shared news of the accomplishment in an update posted to the game's press site and an interview with PC Gamer. "The 20 million copies milestone is really amazing," he told the outlet. But what's even more impressive is the increasing pace of Stardew Valley's sales. It took four years for the game to sell its first 10 million copies.

Washington Post accused of activism for urging video game companies to take a stand on Roe v. Wade

FOX News

'Special Report' All-Star Panel reacts to the Senate voting to block a bill that would'codify' abortion nationwide. The Washington Post is facing accusations of activism over a report urging video game companies to take a stand on Roe v. Wade as the Supreme Court mulls overturning the decades-long precedent protecting the legalization of abortions on a federal level. On Wednesday, video game reporters Nathan Grayson and Shannon Liao penned a piece with the headline, "As Roe v. Wade repeal looms, video game industry stays mostly silent," documenting how giants in the gaming world are largely staying out of the abortion debate. The article began by citing Bungie, the "Destiny 2" studio owned by Sony that published a statement "in support of reproductive rights" that decried the overturning of Roe v. Wade among other studios and indie developers. The reporters appeared to side with the company as it faced viral backlash from critics, writing, "Bungie, for its part, stood firm."

EA Sports To End FIFA Video-game Partnership After Three Decades

International Business Times

The wildly popular FIFA video-game series will be rebranded EA Sports FC next year, its publisher Electronic Arts said on Tuesday, ending a three-decade relationship with football's governing body. Launched in 1993, a generation of millions of football fans and gamers across the globe grew up playing the game and it became a huge money-spinner. But "months of tense negotiations" between California-based Electronic Arts (EA) and governing body FIFA failed to end in an agreement to extend the partnership, The New York Times reported. FIFA reportedly wanted the $150 million it gets annually from EA to be increased to $250 million or more. The game has more than 150 million player accounts, according to EA, and The New York Times said it had generated more than $20 billion in sales over the past two decades.

Get this lightning fast HyperX gaming mouse for just $25


Looking to upgrade your mouse? Amazon is selling the HyperX Pulsefire Raid wired gaming mouse for $25. To get the deal, you have to click the $5 off coupon underneath the price on the product page. We haven't reviewed the Pulsefire Raid, but HyperX makes pretty good gear. Plus, the mouse is rated 4.5 out of 5 stars with more than 1,000 ratings on Amazon. This device is very Razer-esque in shape, which isn't a bad design to emulate at all.

Fortnite is back on the iPhone thanks to Microsoft

Washington Post - Technology News

Microsoft's partnership with "Fortnite"-maker Epic Games avoids Apple's App Store, which removed "Fortnite" in 2020 after Epic allowed players to pay them directly, circumventing Apple's 30 percent commission on all in-app purchases. Epic ended up suing Apple over the tech giant's business model and the suit became a landmark case over how people pay for services on their phone. Last year, a federal judge ruled that Apple must allow app developers to "steer" customers to alternative payment processing services but decided that Epic failed to prove Apple is a monopolist.

'Legend of Zelda: Ocarina of Time' and 'Ms. Pac-Man' join the Video Game Hall of Fame


The Strong National Museum of Play has revealed the Video Game Hall of Fame class of 2022. This year's quartet of honorees are Ms. The finalists that just missed out on a spot this time are Assassin's Creed, Candy Crush Saga, Minesweeper, NBA Jam, PaRappa the Rapper, Resident Evil, Rogue and Words with Friends. All of those are classics in their own way, but it's hard to argue with any of the four picks. Ocarina of Time made it into the Hall of Fame as a first-time nominee.

Forty years of joystick waggling: the glory of multi-sport video games

The Guardian

The 1984 Los Angeles Olympics are memorable for a lot of things – the jetpack at the opening ceremony, the historic performance by Carl Lewis, the greater focus on female athletes – but for nerds of a certain age, they will always be remembered for something quite different: broken joysticks. This was the first Olympic tournament of the mass video game era and it prompted a whole new genre of sports sims, designed to replicate the physical exertion of actually doing sport. I can just about recall watching the real Los Angeles games on TV, but it was the household tournaments I held with friends that really bring back memories. There's some disagreement over where the multi-sport sim originated. At the burgeoning games studio Activision, pioneering designer David Crane had thought for a long time about making a sport game that simulated physical effort and his title The Activision Decathlon, arrived in late 1983, riding the growing hype for the LA Olympics to come. It allowed players to compete in 10 events, waggling the joystick left and right as quickly as possible to run faster and jump higher.

Pushing Buttons: How Tomb Raider's Lara Croft was let down by generic games

The Guardian

Welcome to Pushing Buttons, the Guardian's gaming newsletter. If you'd like to receive it in your inbox every week, just pop your email in below – and check your inbox (and spam) for the confirmation email. There's been an interesting development in the games business this week: Square Enix, the Japanese company behind Final Fantasy, has sold off basically its entire North American business for $300m. Swedish entrepreneur collective Embracer Group, a relative newcomer in gaming, is now the proud owner of studios in Montreal the US, and properties like Deus Ex, Thief and, of course, Tomb Raider. Not too long ago, this would have felt like big news purely because of the money involved.

The Best Games Have the Smartest Learning Curves


It seems like nothing is more controversial in the gaming world than difficulty. Everyone has a strong opinion on the topic, usually falling along one of two lines: One, that games should be playable for people at any skill level, or two, that anyone who wants to call themselves a gamer needs to have the stamina to prevail. There is, however, another way of looking at this debate, one that keeps games accessible to less experienced players but doesn't make them too easy for those looking to be challenged: smart learning curves. All games have some form of learning curve, naturally, but there is a way of building them that doesn't leave quite so many people in the position of dying all the time with no idea why; one that--through smart design--teaches them the game's mechanics and maneuvers even as they screw up. I die, on average, once every 10 minutes or so when I'm playing it, yet after five hours of game time I'm still having too much fun to stop.