By Brad Gallaway on January 11, 2011 - 5:03pm.
Bloody as Hell
HIGH Revving the chainsaw and delivering a long string of one-hit-kills.
LOW The 2D segments desperately need tuning.
WTF Penetrating an enemy's neck hole with its own head, over and over again.
By Mike Bracken on January 9, 2011 - 12:21pm.
Frank West: He's Covered Wars, Ya Know...
HIGH Getting to run around with Frank West killing zombies and guards.
LOW The fact that the only way I can play as Frank is by joining in someone else's multiplayer game.
WTF Why does Frank suddenly look like the love child of Dan Aykroyd and Mickey Rourke?
By Daniel Weissenberger on January 5, 2011 - 3:36pm.
It's the beginning of the new year, which means it's time to look at the high points offered by last year's games. So, without any further ado, let's get listing!
That's it. Play it ten times.
By Daniel Weissenberger on December 13, 2010 - 8:52am.
HIGH Watching zombies fly to pieces as giant buzzsaws cut through them.
LOW Being unable to find a zombie to use said buzzsaw on.
WTF The single-player events are two hours long. Without save points.
By Daniel Weissenberger on December 12, 2010 - 12:04pm.
I have been accused of being a chauvinist for the cause of Deadly Premonition—that my love for the game eclipses any ability to think critically about its flaws. I don't believe this is the case, and I'm happy to admit it that the game is loaded with flaws.
By Richard Naik on December 9, 2010 - 4:47pm.
Amnesia: The Dark Descent is highly likely to be my 2010 game of the year, and is the proud recipient of only the second perfect 10 that I have given out. Jens Nilsson, one of the developers at Frictional Games, was kind enough to answer a few of my questions about Amnesia and the future of Frictional.
By Daniel Weissenberger on December 9, 2010 - 3:50pm.
In the last article I skipped over yet another fascinating detail of the game's story, but not without cause. I've previously discussed just how voluminous the game's supplemental material is, and how it's profoundly worth it for the player to take the time to fully explore Greenvale—there's one problem with it, however. In order to see everything, the game absolutely must be played twice.
By Daniel Weissenberger on December 8, 2010 - 4:54am.
I've already talked about some of the moments that captivated me during my first run through Deadly Premonition, now I'd like to cover the first moment that really made me question my initial assumption that I was playing a brilliant subversion of video game tropes—the last moment during which I doubted Deadly Premonition's intentions (if not its execution—there would be plenty of doubt left to come on that front).
By Daniel Weissenberger on December 6, 2010 - 1:04pm.
Information control is one of the most vital components of storytelling—deciding when and how your audience gets pieces of information can be almost as important as the details of the information itself. This is yet another place where Deadly Premonition breaks ranks with videogame convention. If the player is strictly following the storyline there's a proscribed time and place for York to meet all of the town's denizens. If, however, York and Zach decide that getting to the police station and starting the plot isn't a priority, then the the two of them are free to meet almost all of the game's characters at their own pace.
By Brad Gallaway on December 1, 2010 - 8:41am.
Whether you're a fan or not, the fact is that Deadly Premonition has made quite a splash, and eliciting such a response doesn't happen with just any title. Clearly, the director is onto something here, and the goal is to find out what. So, without further ado, here are twelve questions with SWERY 65.
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