Tagged: writing

Sea of Dreams 4

Sea of Dreams

Bioshock was a game defined by its three major components: its streamlined, interconnected game systems, its standout narrative moments, and, most of all, the setting of Rapture and the meticulous level design that gave it life visually and systemically to bring the other components together. Irrational 2k Boston Irrational very clearly understood what made Bioshock unique on all levels. The combination of weaponry with plasmids and the trade-off of using one over the other formed a clever combat system which was constantly surprising the player when various elements combined in fresh ways or the level reacted to the player’s actions...

Kane & Lynch 4

Kane & Lynch

IO Interactive’s Kane & Lynch is a strange game. It is the work of a very talented developer taking a break from their lucrative Hitman series. This clear talent shines through K&L, but primarily through the cracks in the game’s finish. The game that players of Kane & Lynch see before them is an absolutely incredible game utilizing a setting that almost no other game in the current game industry environment utilizes and, on top of that, it’s a setting that IO Interactive not only understands and embraces, but has a great deal of love for. K&L received a strange...

GDC 2010 Wrap-Up 2

GDC 2010 Wrap-Up

Today was my last day at GDC and, at that, it was quite a short one. While I was waiting outside of my first session, a woman came up to me and announced she was a speaker and asked if she could borrow my Mac cord. I said sure. She said I saved the conference. I said “I do what I can.” My first session of the day was one which I, quite honestly, attended solely to write-up a mocking article later on. The session was Richard Rouse III’s “Five Ways a Video Game Can Make You Cry.” And, if...

GDC 2010 – Day 3 2

GDC 2010 – Day 3

Being from the Central Time Zone, I’m really digging the fact that I actually am waking up early by local standards throughout the week. My morning office consists of a couch and table in the back of a hotel that I’m not staying at: My plan for the day was to attend the Game Design Workshop since, well, I am a game designer, so it seemed to fit. After a couple hours of correspondence and writing I met up with Scott and Tim and we all walked all scrawny nerd pack-like over to Moscone North. After getting lost once or...

GDC 2010 – Day 2 2

GDC 2010 – Day 2

Like every good day, Day 2 began with the sound of the guy in the bathroom of the room adjacent to mine gargling with mouthwash. San Francisco is one of the most strangely organized cities I’ve ever seen. It’s like the settlers of 1776 were looking around the Western reaches of this new territory, saw this incredibly hilly terrain and thought “this will work.” And it does work, it’s just hilariously ridiculous looking. Tim, Ian, Scott, and I did the tourist thing early in the day which means, of course, the old school cable cars had to be used. As...

GDC 2010 – Day 1 0

GDC 2010 – Day 1

I’m not much of a traveler. I don’t dislike it, I just don’t do it much. Going to the Game Developers Conference this year is something I’ve wanted to do for ages. Back when I started getting involved in game development when I was a tiny little fourteen-year-old kid reading the forums at GameDev.net for ideas on how to make the world’s next major RPG. Yeah. I was that kid. I was the super energetic bastard who thought that getting a team of complete strangers together to make this super cool video game was a smart thing to do. And,...

The Character of Mass Effect 2 6

The Character of Mass Effect 2

[Warning: Mass Effect 2 spoilers that run the gamut of the game’s narrative lay ahead. There is also a paragraph near the end of the piece which references ending spoilers from Uncharted 2.] Mass Effect 2 is a strange game. It’s the most divergent sequel I’ve played in years. Its differences from its predecessors are so profound as to make Gamasutra’s ever-insightful Chris Remo classify the game as a “surprising genre experiment.” I’m, personally, still somewhat unresolved as to the effectiveness of the ludic changes made between Mass Effect and Mass Effect 2; however, this piece is not about that....