So, a while ago I blogged about Crackdown 2 and how players don't have the ability to have a female avatar. In today's scene, the developers' claims of technical limitations preventing them from including a non-male choice didn't ring true with me, and I was quite disappointed to hear that no efforts were being made to include female models.
In between dissertation writing sessions, I recently managed to eek out enough time to play through God of War III. I purchased my Ultimate Edition copy the day it came out, and I just couldn't hold off any longer. I consider the first two God of War games to be the best action games of their kind and I was dying to see how the series wrapped up.
With the advent of online connectivity for consoles, developers and publishers alike have been exploring new opportunities for new creative and financial endeavors. While some people may have initially had doubts about the viability of Downloaded Content (DLC), it's become quite clear that this new business/development model has been wildly successful. Without question, all sides agree that DLC is here to stay. However, proper utilization of DLC is still in its infancy, and has much potential for going astray.
I know that this post's title may make it seem like I'm taking a page from Espen Aarseth's 2005 article of a similar name and Roger Travis' 2008 response to it. Trust me when I say that I'm casting my net a little wider than the design vs. scholarship vs. play disciplinary debate... not that that debate is irrelevant, but I'm simply responding to a different exigency.
The other day, the subject of BioShock 2's recent Downloadable Content (DLC) came up and spurred a lively debate between a few people and myself on Twitter. As any tweeter knows, it's difficult to carry on an in-depth conversation with a limit of 140 characters, and trying to jump back and forth between several people at the same time is an even greater challenge. As a way of continuing the chat without the technical barriers, this post.
We welcome back two of our favorite guests, Nathan Fouts of Mommy's Best Games, and Bryan Jury of Epicenter Studios. They bring us up to speed on what's been happening since their last appearances and talk about their new games, Shoot 1UP and Rock of the Dead. These guys are funny, candid, and filled with pie. With Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim "Bob Costas" Spaeth.
How many lucky souls get the chance to do what they love for a living?
I love to teach. I love to write. And now I know for certain that I love to teach and write about video games. Teaching a Writing about Popular Culture course this past semester gave me my first taste of what it would be like to engage students on a topic that is truly meaningful to me, not just as a hobby, but as an intellectual interest and lifelong pursuit.
That guy with the earthquake move. The ice thing. The stupid jerkface that won't hold still. Whatever their form, bosses have been a part of gaming since the early days of Atari. Personally I've always been a sucker for boss battles-they can very heavily influence my opinion of a given game. However, based on many games I've spent time with recently, Tim's question from the most recent podcast (mentioned around the 39:00 mark) is a valid one-do they even make good boss battles anymore?
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