By Peter Skerritt on November 15, 2013 - 11:00pm.
After more than 12 years of writing about console video games—ranging from game reviews to sales analysis—I am officially "retiring." I use quotation marks because I can't really retire from something that I didn't really do for a living… but it's been more than 25% of my life, and the time has come to hang up my keyboard and step away… for good, this time.
By Sparky Clarkson on October 13, 2013 - 6:16pm.
Playing Tales of Xillia made me think of Final Fantasy, which was probably not the intended effect.
By Sparky Clarkson on August 14, 2013 - 8:00am.
I hate Firefly pendants. I don't really hate anything intrinsic to the pendants, of course. They're much too boring for that.
By Sparky Clarkson on August 7, 2013 - 7:14pm.
In the wake of Microsoft's unpopular and ultimately reversed turn towards invasive DRM and daily activation requirements, there has been a renewed discussion of the economic challenges of AAA development and the supposed danger that used games posed to the industry. The standard excuse that it's too great a challenge to create games that achieve players' graphical expectations while still selling enough games to be economically viable in the context of a console exclusive has been trotted out, and as usual it is false, or at least lacking in perspective.
By Sparky Clarkson on July 22, 2013 - 1:16pm.
Mars: War Logs is a confusing game on many levels. It's set on another planet far in the future, but most of the fighting involves whacking dudes with a glorified stick. The player never sees the game's only real "war," and instead deals mainly with an internecine conflict concerning the main character Roy's guild. Yet, in the end, even the internal power struggles turn out not to have been the driving force for the game's violence.
By Sparky Clarkson on June 29, 2013 - 8:02pm.
The discussion around BioShock Infinite's combat doesn't just involve the question of whether its quantity of violence is essential to the story (yes), or whether telling a story where its quantity of violence is essential is interesting or worthwhile (no). Some of the discussion has centered around the question of whether the combat mechanics are any good. Eric Schwarz has written a fantastic post that describes most of the combat mechanics, and I want to expand on it a little. Even though I think violence helps to express the kind of character Booker is, I don't think the combat systems of BioShock Infinite do much to help characterize him, and in some ways actively oppose that characterization.
By Brad Gallaway on June 28, 2013 - 7:11pm.
I've heard a few developers lately talking about why they are in favor of DRM and getting rid of used games. I know this is a huge discussion and I don't really want to get into every aspect of it right here, but there are few things I need to get off my chest.
By Peter Skerritt on June 8, 2013 - 5:30am.
What a shame.
That's about all I can say about Microsoft's game-changing decisions regarding the Xbox One. It could have been worse, but the damage is pretty severe as it stands.
By Guest Critic on June 1, 2013 - 7:37pm.
The term "Space Marine" has always been something of a misnomer. For all the "space" implied in the name, the vast majority of space marines do their fighting on good old terra firma. And while that same basic contradiction is true for Dust 514, there's no denying that its success, in this case, could connect gamers to the stars in one of the most ambitious ways imaginable.
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