...some video games allow the player character to have sex with NPCs; even more allow the player to have romantic relationships with NPCs. What the vast majority of these games inevitably do is present relationship mechanics that distill the commodity model down to its essence—you talk to the NPC enough, and give them enough presents, and then they have sex with/marry you. This design approach is extremely simplistic and perpetuates the commodity model of sex—the player wants sex, they go through certain motions, and they are "rewarded" with what they wanted (like a vending machine).
This week, a candid conversation with Bryan Jury of Epicenter Studios, the team behind the new Wii release Real Heroes: Firefighter. How did a tiny development team with an even tinier budget create one of the summer’s most original games? Why was the Wii their platform of choice? And does Bryan REALLY admit the graphics aren’t very good? I told you – he’s VERY candid. Our thanks to Bryan Jury for a fantastic interview. With Chi Kong Lui, Brad Gallaway, and Tim Spaeth.
While Tim takes some time off to enjoy his new son, we present our very first bonus episode! In these deleted scenes from Episode 14, you'll hear a great segment on how casual games relate to Heather Chaplin’s GDC rant, and then we try to answer that classic gaming question “What is the Citizen Kane of Video Games?” Our answers will shock and amaze you. Featuring Chi Kong Lui, Mike Bracken, David Stone, and the very sleepy Tim Spaeth.
Is your mind on your money? Is your money on your mind? As the world teeters on the brink of an economic apocalypse we tackle an even bigger problem--the price of games! Plus, we give some failed franchises a second chance, and the games as art camp gets some new ammunition with the PS3’s Flower. With Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim Spaeth.
Our guest this week is developer Nathan Fouts of Mommy's Best Games. He's the creator of the Xbox Community Game Weapon of Choice, which we covered several episodes ago--and yes, he calls us out on many of our criticisms. He also talks candidly about the freedom and frustration of Community Games development, what inspired Weapon of Choice, and somehow it culminates into a Devil May Cry 3 rant that must not be missed. Our thanks to Nathan for participating! Be sure to visit his website at www.mommysbestgames.com.
A lot of games I like are about running around finding things. Although I only know where a few places are in my town and go everywhere else with my mother or a friend, I've remembered the layout of Hyrule in A Link to the Past without having played it for years. While I have a lot of trouble navigating 3-dimensional space that I'm physically in, it's much easier to find my way around a 2D expanse on a screen.
A lot of games I like are about running around finding things. Although I only know where a few places are in my town and go everywhere else with my mother or a friend, I've remembered the layout of Hyrule in A Link to the Past without having played it for years. While I have a lot of trouble navigating 3-dimensional space that I'm physically in, it's much easier to find my way around a 2D expanse on a screen.
Even before I played Dynasty Warriors 6, I was dreading having to write this review. For a critic, there's nothing worse than having to review games that we really like (yes, I'm a fan). Contrary to popular belief, critics do try to enjoy ourselves and we don't point out flaws for the sake of being negative.
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