Wednesday, June 30, 2010

We Need to Talk

You may have noticed that we've been less attentive of late. We just want you to know that it's not your fault. Our eyes aren't wandering to other projects because we don't like you. You're the best, you really are. In fact, you deserve better. I hope we can still be friends.

And who knows? Maybe we'll be back some day. It's possible. But let's not build up unrealistic expectations. Things change, people change. We're moving on. If we come back and you've found other blogs, we won't be angry. We hope you find happiness.

Thanks for all the memories. The archives will stay, but comments are closed.

Monday, June 7, 2010

No Need to Explain

by Daniel Bullard-Bates

Alan Wake is the creator and the protagonist of the world he inhabits. Whether he is living through one of his own stories, dreaming, or insane, his personality informs every element of the narrative. After playing Remedy’s Max Payne games, I expected Wake to be more two-dimensional than he is. He is impatient and quick to anger with his wife but his devotion to her is clear. More interesting is the fact that his writing is riddled with clich├ęs which are then reflected in the world he inhabits. In another context, I might call the Taken (shadowy figures controlled by darkness) poorly written, but Remedy has pulled a little trick to remove themselves from this criticism: They are Wake’s creation, so their cheesy design can only be blamed on him.

Friday, June 4, 2010

Collect Everything

by Daniel Bullard-Bates

Collectible items have become standard fare in video games. If you haven’t collected all the flags in Assassin’s Creed or shot all the stars in Resident Evil 5, there’s still some meaningless task left to be accomplished. As irritating as those two examples are, however, it is possible to make collectible items a valuable part of the game experience.

Let’s talk about how:

Wednesday, June 2, 2010

Red Dead Refreshing

by C.T. Hutt

In true Rockstar tradition, Red Dead Redemption is an open world free-for-all third person shooter with copious gunplay and significant adult themes. Instead of taking place in an urban jungle, Red Dead Redemption is set in 1911 in the untamed American South West. Gameplay-wise, aside from a great deal more cattle rustlin’, varmint shootin’, bronco wranglin’, and roamin’ across the open prairie, this title mimics many of the themes found in the much loved but highly controversial Grand Theft Auto series. Unlike GTA, Red Dead Redemption also incorporates a roleplaying element which allows the player to decide what type of range rider they wish to be. Rockstar has also made the collection side quests and achievement based rewards a seamless part of the game. These factors, combined with a vast array of interesting characters, a massive world to explore, and some of the best environmental graphics I have ever seen make this title a definite step in the right direction for Rockstar.