By Dale Weir on May 15, 2013 - 12:47pm.
Extra Credits looks at employing scale (i.e. more enemies) and tone to break up gameplay and maintain a player's interest level. Extra Credits' example of a game that got this right was Call of Duty: Modern Warfare—who knew that Call of Duty could be the game to actually teach us something?
By Brad Gallaway on May 14, 2013 - 1:57pm.
I've heard absolutely no one talking about Black Rock Shooter: The Game, but it was just released by NIS America and it's currently available on the PSN store for $20. (Designed for PSP, but compatible with Vita.) I just completed it yesterday, and I have to say, I had an absolute blast with it. It's a very small, focused game that feels perfect for playing on the go, and there are a lot of very smart design decisions on display.
By Richard Naik on May 12, 2013 - 12:53pm.
It's a Tomb Raider extravaganza! We dish on the latest incarnation of Lara Croft, female protagonists in general, and the state of the "Cinematic Action" genre, a term which I claim full credit for coining. With Richard Naik, Brad Gallaway, Ashley King, Sara Rich, and (later on) Tim "Skype Connection Dropped" Spaeth.
Also, check out this article by our good friend Rhea Monique if you have time. Well worth a read.
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By Brad Gallaway on May 10, 2013 - 7:50pm.
HIGH A fantastic collection of the series's best installments.
LOW It's not playable on Vita.
WTF So, exactly who is Lillith supposed to appeal to...?
By Sparky Clarkson on April 28, 2013 - 6:43pm.
One of the things I found most striking about BioShock Infinite is how sloppy it was. The ending, as I already discussed, is a self-contradicting mess held together only by sharply-timed revelations and plonky piano music. The quantum morass of its final moments is only one of the game's problems, though.
By Daniel Weissenberger on April 27, 2013 - 6:31pm.
The Path of Blood
HIGH HD Traditions of the Trade.
LOW Trying to sneak up on someone in Silent Assassin.
WTF Aaaaaah! G-g-g-g-ghost!
By Dale Weir on April 27, 2013 - 2:49pm.
Intrinsic vs Extrinsic rewards. In this episode, Extra Credits tries to explain what keeps you playing through the tedious parts of games.
By Brad Gallaway on April 25, 2013 - 12:23am.
HIGH The new character's hand-to-hand fighting style is a hoot.
LOW Watching zombies infinitely spawn, clown-car style out of a tiny wooden shack.
WTF It's got the jankiest menu system ever created. How was this approved?
By Sparky Clarkson on April 24, 2013 - 11:42pm.
One of the problems with stories that use the concept of multiple universes is that the word "multiple" doesn't even begin to describe the scale of existence. Consider, for instance, the universes in which I just reached through the internet and handed you a cookie (hope you like pistachio sandies!). Now, in the context of known physical laws, this is an extremely unlikely event, so much so that if you were to try to write out the probability by putting down a 1 and writing zeroes in front of it, you could go the whole lifetime of our universe without ever reaching the decimal point.
By Sparky Clarkson on April 19, 2013 - 7:45pm.
HIGH The classic revisionism of the Hall of Heroes.
LOW The lazy, pointless, and offensive "equivalence" narrative that opens the second half of the game.
WTF I've been finding machine-gun rounds in pickle barrels the whole game, but there's no ammo in this armament crate?
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