By Dale Weir on March 21, 2013 - 5:00pm.
The gist of this particular Extra Credits presentation is that developers should focus on the gameplay first and then wrap their story around that. It sounds like a no-brainer until you realize that a practice of de-emphasizing story at the onset is standard operating procedure in the video game development community. The result have been unoriginal and unsophisticated stories. Maybe we need more developers taking a stand and pushing through those barriers to focusing on story and come up with something that can really move the medium forward.
By Brad Gallaway on March 20, 2013 - 1:19pm.
I'm currently working on my review of Monster Hunter 3: Ultimate. I wasn't able to put as much time into it as I expected because the bridging software which allows players to transfer data between the Wii U and 3DS has not been available, and apparently will not be until the day of release. Since I'm usually able to catch a few quests here and there on a portable when I'm not in front of my TV, that was an unexpected setback.
By Brad Gallaway on March 15, 2013 - 3:53pm.
Fire Emblem: Awakening is easily one of my favorite games of the year so far, from a design perspective. No question. However, after rolling credits I noticed a couple of things which made me raise an eyebrow, and those were already on top of a problem I had with the game even earlier on—essentially, Awakening has quite a bit to say about female characters and LGBT (lesbian, gay, bisexual and transgender) issues, while never overtly saying anything at all.
By Dale Weir on March 15, 2013 - 3:14pm.
This time, it's the ratio of depth vs complexity that Extra Credits seeks to explain.
By Dale Weir on March 15, 2013 - 2:36pm.
Extra Credits has a response-episode to feedback for a recent episode about religion and games. As usual the guys do a great job challenging those that blindly worship science.
By Richard Naik on March 11, 2013 - 8:56pm.
In this episode we bid a fond farewell to one of our own, plus everyone tries to talk Richard into buying a 3DS with completely meaningless results. With Richard Naik, Chi Kong Lui, Brad "Sweet Can" Gallaway, Mike Bracken, and Dylan Collins.
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Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.
By Brad Gallaway on March 8, 2013 - 11:00pm.
In a nutshell, I Am Alive's a post-apocalyptic story about a father who was trapped far from home when disaster struck, and is only just now returning to find his wife and daughter. There are a number of things that make this title unique, such as the extremely stark visuals, the dark, mature subject matter and the interesting combination of environmental traversal and highly non-standard combat which is more like lethal puzzle-solving than it is about punching dudes out.
By Brad Gallaway on March 5, 2013 - 11:00pm.
The last week or so has been off-the-charts crazy here at GameCritics.com West—tons of stuff going on and all of it equally important, capped off with the left front tire of my car literally falling off as I was in the middle of a busy intersection in Seattle. I don't like to go so long between updates, but there you go.
By Brad Gallaway on March 5, 2013 - 11:48am.
With buzz building around "inevitable" new console announcements, I started thinking about it and came to a realization: For the first time in over thirty years of playing games, I'm honestly not excited about or even looking forward to the next generation of hardware.
By Brad Gallaway on March 3, 2013 - 7:54pm.
If you're into strategy games or old-school role-playing games, the Nintendo 3DS is where the action is right now.
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