Archive for the ‘Complaints’ Category

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Tactical Facepalm

October 31, 2009

tactical_facepalmIt has been a while since I posted on the blog. I find it unfortunate that this current debacle with the marketing campaign for Infinity Ward’s Modern Warfare 2 will be my first blog post in a long, long time. If you want more information on the subject I suggest you follow these links for perspective on both the developers, community, and persons effected by the kind of offensive rhetoric being brought to the forefront in this video. Vorpal Bunny Ranch, Brainy Gamer, Sarcastic Gamer, While !Finished, Developer Response. Read the rest of this entry ?

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Small talk, high concept

May 15, 2009

largeAnd with that, I have finally returned dear reader. First and foremost I would like to apologize for the drought of content on this site of late. Unlike many of my fellow university blogging cohorts, I do not have the foresight to offer the same professionalism of time management to plan out and write posts ahead of time. But I would like to thank all of you that continue to diligently return to read postings and look forward to an update on the site. Now with the summer season upon us I hope to post more regularly, frequently, and periodically for your liking. Read the rest of this entry ?

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Reiteration, remediation, & recourse (Part 2)

March 14, 2009

madbraidI spoke last time about reiteration without touching upon the importance of remediation. Especially for new media, remediation functions as an access point presenting the new with the familiar. It is no surprise that we see in videogames the necessity to invoke and relate to the cinematic experience as a starting point for new gamers. The advent of music games, Wii titles, and casual games are perfect examples of using these sorts of access points to introduce a new audience. But while remediation functions wonderfully in new media, its use in game design is questionable. Read the rest of this entry ?

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Reiteration, remediation, & recourse (Part 1)

March 11, 2009

gameboysHaving recently completed Resident Evil 5, it became apparent to me how the game is structured in both narrative and mechanically almost identical to the previous Resident Evil installment. This posting, however, will not be a discussion about the game but instead, something that has continued to nag at my brain for the past couple of weeks: the notion of reiteration in videogames or rather, more specifically, the philosophy of technological development that has “plagued” game design and mechanics for these past decades. Read the rest of this entry ?

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Flower: a boutique of concerns

February 16, 2009

flower_headerBefore I begin on my diatribe on That Game Company’s Playstation Network game Flower, I must make it clear that I do believe it is a good game. I encourage everyone that has a Playstation 3 to download it and play through probably one of the most unique experiences you can have on a console this generation. Flower wonderfully utilizes the Sixaxis controls without being intrusive and its implementation takes into account the cumbersome motion controls making them almost feel invisible. But Flower is probably one of the most disappointing, frustrating, and infuriating games I have had the privilege of playing. Read the rest of this entry ?

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With the press of a button

January 4, 2009

popI had originally planed to write a piece about Ubisoft’s franchise-rebirth entry in the Prince of Persia series early last month, but a number of circumstances were laid against me at the time. Michael Abbott has taken it upon himself to blog dutifully about the series and has set up a cross-blog symposium on the title. So I decidedly placed my hat into the ring and will provide a short entry on my impressions on a specific element in the new Prince of Persia regardless. But perhaps element is not the correct term. Rather, it is the description of an approach towards streamlining interactivity, narrative, and response that is rarely seen in modern videogames. Read the rest of this entry ?

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Unforeseen Consequences – Mainsteam Modding

January 3, 2009

Source_headerThere is a great podcast at Moddb.com featuring level designers Anthony Stone and Jean Paul Jarreau, writer Ben Truman and voice-actor Mike Hillard from the upcoming Half-Life 2 mod Black Mesa: Source. A particular comment that caught my attention was the mention of support from the parent company Valve through non-intervention, but more importantly, the continued support for the scalability of the Source Engine and its continuously evolving SDK. Which brings me to this post concerning my personal impressions on the Source Engine and Black Mesa: Source as a wonderful example of what I would call Mainstream Modding Read the rest of this entry ?