Editorials
By Matthew Kaplan on March 10, 2010 - 12:32am.

We criticize the ones we love. I consider myself an avid defender of all things Sony PlayStation Portable (PSP), not because mega-corporation Sony somehow needs a small-time American blogging plebe like myself to come to their aid, but because the system sometimes get an unfair shake compared to Nintendo's ubiquitous DS and the only-marginally-a-game-system Apple iPhone.
By Richard Naik on February 14, 2010 - 9:47pm.

The year was 1999. A plucky young lad fresh out of the 8th grade, I had just finished reading Timothy Zahn's fantastic Thrawn trilogy a year earlier, which began my immersion into the Star Wars expanded universe. There's a lot of good stuff to be found in said universe-the aforementioned Zahn books, the Rogue Squadron series, the Crimson Empire comics and so forth. So you can imagine my anticipation of The Phantom Menace, the long awaited beginning of the prequel trilogy.
By Matthew Kaplan on January 27, 2010 - 9:24am.

As you probably know, Microsoft's Project Natal and Sony's Arc (rumored name) face inevitable launch this Fall. Given the Wii's extraordinary success bringing affordable motion controls into the family market (using cheap airbag-style accelerometers, no less), it's easy to see why Microsoft and Sony are putting so much time and money into creating the "next generation" of 1:1 motion controls. But did either company ever stop to think whether these peripherals are really going to change the way consumers view their products? And have consumers figured out what exactly motion controls add to the gaming experience?
By Ben Hopper on January 26, 2010 - 9:00am.

It's funny what was once considered portable. My little brother and I got a Sega Game Gear for Christmas in 1991. At the time, we thought it was the coolest thing ever, despite only having the pack-in game Columns at first. It was the promise of the Game Gear that excited us so much. Sure, our friends with Game Boys had all kinds of great games to choose from, but soon we'd be able to play Sonic the Hedgehog in full color ... in the dark!
By Matthew Kaplan on January 16, 2010 - 1:33pm.

How many lucky souls get the chance to do what they love for a living? I love to teach. I love to write. And now I know for certain that I love to teach and write about video games. Teaching a Writing about Popular Culture course this past semester gave me my first taste of what it would be like to engage students on a topic that is truly meaningful to me, not just as a hobby, but as an intellectual interest and lifelong pursuit.
By Richard Naik on January 15, 2010 - 10:24pm.
That guy with the earthquake move. The ice thing. The stupid jerkface that won't hold still. Whatever their form, bosses have been a part of gaming since the early days of Atari. Personally I've always been a sucker for boss battles-they can very heavily influence my opinion of a given game. However, based on many games I've spent time with recently, Tim's question from the most recent podcast (mentioned around the 39:00 mark) is a valid one-do they even make good boss battles anymore?
By Chi Kong Lui on January 14, 2010 - 2:32pm.
It's been suggested by critic emeritus Gene Park, staff critic Matthew Kaplan and others outside of the GC community, that adding more interactive choices/decisions to the popular PlayStation 3 title, Uncharted 2: Among Thieves, would change the very thrill-ride nature and universal appeal of its gameplay. The argument is that the inclusion of such choice would result in something that was "not the point of the game". Gene insists that: "...I've followed the game's development through media and it's been said time and time again (even in the game's in-game documentary) that the purpose of the game was never going to be about player choice, but providing the same experience for all players." I disagree with this logic of thought for multiple reasons.
By Richard Naik on December 28, 2009 - 12:46am.

So it comes to this. The engineer, my favorite Team Fortress 2 class, the one in which I saw a need for some additional items before the medic update even came out, the one that I have almost 130 hours of playtime with, will be the last to get an update. I'm not mad. Really....I'm not.
By Brad Gallaway on December 23, 2009 - 12:22pm.
If you ask me, 2009 was a rather exceptional year for video games. Although there was no one, single game that dominated the entire industry, there were so many titles of such stellar quality that players of every persuasion had plenty of things to choose from. As a critic, I found that the end of the year was especially thick with games that required my attention; I usually have things well in hand by the time December starts, but this year I constantly had three, four, or five top-tier titles (besides all of the B-listers) that I needed to get to, and it was a race against time to make sure that everything that deserved a look got one.
By Richard Naik on December 18, 2009 - 1:11am.

Recently I began playing Dreamfall: The Longest Journey, the sequel to the adventure classic The Longest Journey. My expectations were oh so high, after the original's blend of fantasy, sci-fi, and wonderful characterizations made it instantly climb onto my all-time favorites list. My reaction upon seeing about 45 minutes worth of Dreamfall was similar to one who may have just come home to see his dog ripping apart the giant K'Nex roller coaster/burger stand/space station he spent so much time building-who is this monster, and what did they do the my masterpiece?
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