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 Brad Gallaway on June 22, 2013 - 8:01pm.
It's been a while since my last post, and holy cow, I can't believe how much has happened since then. In fact, I'm trying to remember the last time we had this much large-scale drama, and I honestly can't recall anything that was as major as the arc we just had.
By Brad Gallaway on June 9, 2013 - 1:15am.
Wow, it feels like forever since I've updated the blog, and now I've become one of those guys who starts off a blog with apologizing for not updating his blog.
By Richard Naik on June 9, 2013 - 12:36am.
In the absence of one Brad Gallaway, the GC crew is finally free to delve into our sports fandom and how it relates to gaming. Join us as we discuss traditional sports and video games, our past memories of the genre, and how it suffers from the same "AAA diesease" as the rest of the industry. Featuring Richard Naik, Chi Kong Lui, Mike Bracken, and Michael Cunningham.
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Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.
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 Christopher Floyd on June 7, 2013 - 11:31pm.
Pagoda West are a small independent studio who rose from the ashes of now defunct fan-game Sonic 2 HD. If that wasn't strange enough, they've just released their first game—poles of attraction platformer Major Magnet. I spent some time talking to two thirds of the team, Jared Kasl and Tom Fry, to hear about the process of making a first game, how magnets work, and why The Ren & Stimpy Show is such an influence.
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.
By GC Staff on May 30, 2013 - 2:04pm.
Completely new intellectual properties are a rarity these days. New ones starring female lead characters are even rarer. Thanks to Capcom picking up publishing duties, Remember Me from French developer DONTNOD Entertainment will be making its way to the United States on June 4. In addition to satisfying both of those criteria, It also looks like a great action title with some interesting ideas, so Jean-Maxime Moris, co-founder and creative director of DONTNOD Entertainment was gracious enough to answer the questions we had about the dynamics of crafting a female-led title and how the game's "memory" theme applies to gameplay.
By Peter Skerritt on May 29, 2013 - 12:44pm.
When I was growing up, my family didn't have a lot of money. We didn't own a family console until my mom bought a Colecovision from a tag sale in 1987. Before that, my maternal grandmother's Atari VCS was sometimes available in 1979 onward when we visited or even lived there due to money troubles. I did get a VIC-20 for my birthday in 1984 and then a Commodore 64 for my middle school graduation in 1986 from my paternal grandmother, but those weren't so much game consoles as they were hybrid devices. I did own a few games for both systems, but not a significant amount.
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