Game Design & Dev
By Sparky Clarkson on August 12, 2011 - 6:40pm.
I must begin with a disclaimer that I didn't like Shadows of the Damned very much, and I'm not sure if I'll bother finishing it (this coming from a man who didn't even give up on Flower, Sun, and Rain). The gameplay is standard, if unusually finicky, third-person shooting that borrows a stun mechanic from Alan Wake, the art direction is not particularly interesting, and the humor is something I'm about 20 years too old to appreciate.
By Kate Cox on August 5, 2011 - 7:10pm.
Those of us who spend a lot of time discussing the various artistic and narrative merits and failures of games often try to avoid "fun" as a measure of success. For one thing, it's so subjective as to be meaningless: plenty of people seem to think that Mortal Kombat or Gran Turismo or flight sims are fun, and I personally would rather watch paint dry.
By Peter Skerritt on July 30, 2011 - 12:01pm.
You know, I wouldn't have been as upset about the cancellation of Mega Man Legends 3 if it hadn't been for the PR ineptitude that followed the announcement. Let's face it: games get cancelled all the time. It's a by-product of a constantly changing industry and some games arguably have little chance of being successful on a grand scale. I know that Mega Man fans were looking forward to it, and a game in a familiar IP might have been something that the 3DS needed to help turn its fortunes around.
By Trent Fingland on July 28, 2011 - 7:53pm.
I have been comfortably Agnostic for years, but my departure from Christianity hasn't erased the experience of having practiced it. I couldn't deny the influence my time within the church has had on me, and wouldn't; to do so would be to deny a fundamental piece of myself. From this perspective, I can't help but wonder if Western developers are doing themselves, gamers, and culture as a whole a disservice by continually minimizing and ignoring the role of religion in Western society.
By Dale Weir on July 28, 2011 - 6:41pm.
It's not often that you get to play a part—however small—in the development or marketing of a game. BioWare is giving fans such an opportunity. Illustrating one of the ways social networks are actually useful, BioWare has launched a promotion where fans can vote via Facebook, on the "default female Shepard" that will be used in Mass Effect 3. Fans get to chose from six different looks—actually it's just different faces while the bodies remain the same—and you vote by liking the image that you want to see win.
By Sparky Clarkson on July 17, 2011 - 9:05am.
I initially had a hard time writing my review of Red Faction: Armageddon. I almost fell into the same trap that caught me in my review of No More Heroes 2, another game that essentially abandoned an existing open-world concept, of reviewing the predecessor rather than the sequel. This was an enticing prospect, because I liked Red Faction: Guerilla a great deal, and I did not like Armageddon one little bit.
By Trent Fingland on July 13, 2011 - 2:27pm.
Now that E3 is a few weeks cold, I'd like to write a little about my personal game of the show, and the man behind it, Vander Caballero, who is inextricable from his pet project. I didn't go into the convention thinking about winners and losers, but Minority Inc.'s Papo & Yo was a definite winner for me, one that has stayed on my mind continuously since the show's end.
By Sparky Clarkson on June 12, 2011 - 12:20pm.
The annual Electronic Entertainment Expo has ended but produced a deluge of coverage and critique as journalists and bloggers debated the merits of this hotly-anticipated sequel and that oddly-named, overpriced new platform. All the games got some coverage, but many sank beneath the tide of information. The announcement by Backbreaker publisher 505 Games' upcoming "FPX" Blackwater seems to be one such.
By Daniel Weissenberger on June 5, 2011 - 9:10am.
There are three missions on the game's Vice desk, and two of them are ruined, as mentioned before, by the newspaper-related cut-scenes that spoil all of their key plot details. The third mission, while more satisfying than the other two, is fundamentally undercut at the writing stage based on a problem at the scripting stage: The writer/director doesn't seem to understand how gambling works, at all.
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