The only interesting thing about NeverDead is that it's not actually as bad as it seems after you've beaten it. I don't mean that NeverDead is secretly a good game. It truly stinks, mostly for boring reasons—awkward and mushy controls, inconsistent mechanics, stock characters, vapid story. However, NeverDead leaves an even worse impression than it deserves to, because its concluding bosses exhibit excruciatingly stupid design.
There have been some genuinely scary horror games over the years - everything from Silent Hill and Fatal Frame to PC titles like Clive Barker's Undying and so on. Each has worked diligently to merge the idea of the horror narrative with compelling gameplay in order to craft experiences that keep gamers playing even while they cower in fear behind their controllers. As great as some of those have been, few have been as perfect as Amnesia: The Dark Descent.
On the strength of Matt Kaplan's review, I decided to grab Resistance 3. Kaplan didn't steer me wrong. Alongside solid gameplay, Resistance 3 delivers a compelling story about a man's journey through an interesting post-apocalyptic landscape. Like many other recent games, however, Resistance 3 flubs the ending, betraying its own tightly-crafted atmosphere.
Skyrim is a huge and uneven game, and I will be discussing many of its high points. In the spirit of getting the bad news out first, however, I want to discuss the game's secondary quest, concerning the civil war between the Imperial Legion and the Stormcloaks led by Jarl Ulfric of Windhelm. There is much to admire in the way this quest is set up, but as a world element and gameplay series it falls short in several respects.
The decision to lock out used games would be a major gamble for Microsoft to make. While the decision would likely be cheered by the industry, the possibility of fewer consumers and doing irreparable harm to relationships with retail partners has serious implications.
Welcome back to the second part of our interview with Jonathan Blow, creator of the indie smash Braid and the upcoming The Witness.
In this episode, we begin the discussion of what it means to spend our time playing games. Paramount to this: our discussion of "achievements" and how they feed into creating structures that presuppose challenging design.
I have a lot to say about The Elder Scrolls V: Skyrim, and indeed I've already said some of it. Some of it has been said for me, for instance in Shamus Young's takedown of the Thieves' Guild quests, which after a promising start became too intolerable for me to bother completing. Uneven writing quality is almost a certainty in a game this large, though, and perhaps it was the Thieves' Guild's time, after being one of the best sidequests in Oblivion.
Comments are subject to approval/deletion based on the following criteria:
1) Treat all users with respect.
2) Post with an open-mind.
3) Do not insult and/or harass users.
4) Do not incite flame wars.
5) Do not troll and/or feed the trolls.
6) No excessive whining and/or complaining.