By John Vanderhoef on December 18, 2012 - 3:40pm.
As Addicting as Halflings' Leaf–or Pie
HIGH Addicting tower defense gameplay to while away the hours.
LOW Trial and error scenarios and bland high fantasy package.
WTF Does every fantasy character have to sound like Sean Connery?
By Dale Weir on December 18, 2012 - 3:18pm.
One thing that the video game industry needs to be more proactive in is the education of the general public with regards to video game schools or game design programs. When people think of gaming schools, they might think of the ones that get the most coverage like a DigiPen Institute of Technology or Art Institute of Vancouver. However, not everyone gets to attend these shining examples. Some aspiring Shigeru Miyamoto's and Ken Levine's might wind up wasting four years and tens of thousands of dollars at a less than reputable institution. That's where Extra Credits comes in to give some advice for anyone thinking about attending a school to actually become a game creator.
By Brad Gallaway on December 5, 2012 - 2:51pm.
If you follow me on Twitter, then you're probably aware that my wife became very ill Sunday and had to be taken to the ER. I know that it's difficult to follow any given story from beginning to end in tweet format, so I just wanted to give a quick update on the whole thing for anyone who was wondering.
By Dale Weir on December 3, 2012 - 9:59pm.
The guys at Extra Credits discuss mechanics as a metaphor or "mechanics with meaning" and for a visual aid, they use an interesting game or non-game called Loneliness. A description wouldn't really do the game justice, but it is well worth your time to try it for yourself considering the game is free.
One of the more interesting things brought up in this two-part series though is the lack of trust game creators show the player. Modern game creators simply do not trust the player to fail, experiment or uncover any meaning (assuming the creators intend for there to be any) while playing. After playing Loneliness you might understand why. It is a pretty gutsy thing to attempt in a free game, imagine how it would be received should you require payment for a similar experience.
By Brad Gallaway on December 3, 2012 - 9:02pm.
In general, I'm not a big fan of video game novelizations. Most titles I play through satisfy my curiosity about their stories and characters via the normal cut-scenes and dialogue, but once in a while I want to know more. With its unorthodox mixture of high-tech, magic, and a fetish for impossible armor, the Infinity Blade series produced by Epic Games and ChAIR is one such property.
By Brad Gallaway on December 2, 2012 - 3:28pm.
HIGH The walkie-talkie resolution wasn't a total disaster.
LOW The conflict in the final scene felt too staged.
WTF Where's the obvious dialogue option in the alley?
By Sparky Clarkson on December 1, 2012 - 11:00pm.
World War Z and The Walking Dead take a similar conceptual approach to the zombie apocalypse, but have fundamentally different views on human society. The basically optimistic World War Z suggests that social problems are a surface malady that the zombie apocalypse would strip away, letting the moral strength of mankind ultimately show through triumphantly. The Walking Dead, on the other hand, sees social order and altruism as artifice, a contortion of natural human behavior that falls apart once the zombies consume the social mass that held it in place.
By Richard Naik on December 1, 2012 - 12:36pm.
It's a special 1/5 British edition of the Gamecritics.com podcast. This week we tackle Wreck-It Ralph, Thanksgiving shout outs, and what we've been playing during our long hibernation. Featuring Chi Kong Lui, Brad Gallaway, Mike Bracken, Richard Naik, and special guest host Sinan "Redcoat" Kubba.
Download: Right click here and select "Save Target As..."
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Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.
By Sparky Clarkson on November 29, 2012 - 11:00pm.
Like many people who played Telltale's episodic game, The Walking Dead, I had read and enjoyed many of the comics beforehand. I appreciated that they took the subject seriously. I don't mean that in the sense of a John Romero film, where the zombies themselves are rather silly but serve to illustrate serious social questions. Rather, like World War Z, The Walking Dead decides on a set of rules about zombies and a premise about people, and unflinchingly follows those principles into the abyss.
By Guest Critic on November 28, 2012 - 7:37am.
Battling Epically Slowly
HIGH Taking out an enemy's crystal in a single turn.
LOW Waiting for an opponent to submit their turn.
WTF Still waiting… two months later.
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