What compels us to spend 25, 40, 50, even 70+ hours on a single game? We think we've figured it out. Join us for conversation about Dragon Age, Assassin's Creed 2, Way of the Samurai 3, Torchlight and Borderlands DLC. With Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim "Yes, I Like Borderlands Now" Spaeth.
I've always felt that Perfect Dark was superior to the original Nintendo 64 GoldenEye 007 in just about every way. However, a recent poll from this site concluded that most of our readers favor the James Bond-inspired shooter over its spiritual successor. I fully acknowledge that GoldenEye was a landmark title in several ways, mainly in breaking the Doom mold of "just kill everything on the map" and beginning the trend of more tactical shooters we see today, such as Half-Life 2. However, Perfect Dark built on those early achievements in such a fashion as to eclipse its ancestor in more ways than one.
Bonjour class! Welcome to Ludology 101. Matthew Wiese of the Singapore-MIT GAMBIT Game Lab talks about his work and his experience on the academic side of games. Is ludology as sleep-inducing as it sounds? No sir, and in fact criticism and academia may have more in common than you think. With Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim Spaeth. Happy Thanksgiving to all our listeners!
So I finally got around to playing half an hour of Halo 3: ODST last night, and while I'm not planning to write a review of it any time soon, I wanted to comment on the weird experience I had with the game.
I was playing a friend's game, so I just sort of dropped in medias res, and had no idea what was going on plot-wise, so I'm not going to bother commenting on that aspect. What I will say is that for the first fifteen minutes of my playtime I had a blast. So much fun that I couldn't remember why I'd hated Halo 3 as much as I did (by which I mean "not really that much at all").
Been out of action for a while, so I'm catching up on some old news. I did the pre-order deal for Left 4 Dead 2 with three friends, which nets us a discount and the Scout's bat from Team Fortress 2 as a melee weapon. I'm genuinely impressed with what I've seen so far, so hopefully my purchase is justified. In effort to quell some the unrest over the release of the sequel so soon after the original, Valve recently flew two of the most prominent boycotters out to their headquarters for some hands-on time with the game. Now if I'm understanding this correctly, if I complain loudly enough about one of their games Valve will fly me out to their secret bunker and let me play it before anyone else. And so, I'd like to announce my boycott of Half Life 2: Episode 3....
Do games need to be easier to attract a wider audience? Or are games too easy as it is? Where did all the hard games go? What role does culture play? Will "Autoplay" features reduce frustration or just make gamers lazier than ever? With your help, we attack these questions from all directions. Also: quick hits on Scribblenauts and Muramasa: The Demon Blade. With Chi Kong Lui, Brad Gallaway, and Tim "If You Lose at Candy Land You're Banished to the Woods" Spaeth.
Disclosure: This post has nothing to do with gender, sexism, or the like.
Playing inFamous made me think of other games that I've played where I have the ability to make choices that effect the story or other parts of the game—to be "good" or "evil" so to speak. And after some thought on the subject, I discovered I was hungry and made a sandwich. After that, games such as Knights of the Old Republic, Mass Effect, BioShock, Morrowind/Oblivion, and Fallout 3 came to mind. The question that I pose is this—what makes a good way to allow the player to "choose" their path while not pandering to ideological extremes and still providing an engrossing experience? Ideally I would be able to chose virtually any action I wanted, and have the game respond accordingly regardless of what I chose. Is this even possible? Or has it been done already?
Computer scientists at the Pontíficia Universidade Católica in Rio de Janeiro are working on non-visual games for mobile phones that they hope will be fun for players who are blind, have low vision or are sighted. In a paper in the Journal of the Brazilian Computer Society, Luis Valente,Clarisse Sieckenius de Souza and Bruno Feijó describe their protype adventure game Audio Flashlight. They also discuss some things they learned during field testing about making games accessible to players with visual impairments.
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