Goldeneye 007 is a great game. It’s everything a remake should be. The levels evoke the right amount of nostalgia while still looking distinctly different than their Nintendo 64 counterparts. The story is updated for modern times and adds new twists to the plot, so the game is never predictable (or least it’s as unpredictable as a Bond game can be). Updating Bond himself so that you now play as Daniel Craig fits well with the gritty gunplay. But Goldeneye 007 is a Wii game, which means it has motion controls, and while the motion controls aren’t bad, they also aren’t designed for a standard Wii controller. Goldeneye 007 would probably be better if played with a dual analog controller, and it’s all because of the prevalence of iron sights.
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Warning: This post contains spoilers for Portal 2 and its accompanying comic Lab Rat. I encourage you to read the comic, which you can find here before you continue reading.
Last week saw the release of Valve’s much anticipated Portal 2. Already, the game has earned a great deal of well deserved praise. (For an excellent assessment of the game, check out G. Christopher Williams’s review of the game.). Put simply, the game is a joyful masterpiece, an absolute delight to play. Without veering far from the original game’s themes and system, Portal 2 adds several wonderfully implemented new puzzle elements, including laser beams, laser bridges, and a bunch of cool goop. Newcomer Stephen Merchent also voices a hilarious addition to the series in the form of Wheatley. While I adore the robotic British eyeball, I am also drawn to an even more tangential character, someone hidden away in the game itself behind wall panels and in secret rooms. Featured in the comic accompanying the game, and narratively playing a large role in the Portal canon, the Rat Man’s story and presence in Portal 2 enriches Chell and the play experience.
Chapter 1 of Rage Quit is available here.
Chapter 2 of Rage Quit is available here.
Chapter 3 of Rage Quit is available here.
Chapter 4 of Rage Quit is available here.
Chapter 5 of Rage Quit is available here.
Chapter 6 of Rage Quit is available in .pdf format here.
“That might be the most amazingly strange and wonderful thing I’ve ever seen,” said PB, a little out of breath as he came running into Randal’s cubicle from Eli’s office. Eli, the QA Lead, was in Korea with Frank the CTO for a localization meeting with the publishers.
“It’s like I said, it’s got to be a hacker or something right?” Randal asked, his temples still pulsing from adrenaline, like he’d just seen a ghost or witnessed a mugging in a dark alley. “That’s the only thing that makes sense.”
This discussion contains major spoilers of the plot of the single player campaign of Portal 2.
The original Portal is in part a performance of (and, thus, a consideration of) the mechanisms of power. The relationship between the protagonist, Chell, and the supercomputer, GLaDOS, reflects also the relationship between players and rule systems in games in general. Playing the role of lab rat within the boundaries of computer-defined rule sets is the heart of playing a video game and speaks directly to the complexity of negotiating between the freedom of play and the imposition of regulation necessary to “game,” given especially that embedded in gameplay is a negotiation that is a constant movement between giving up control to authority and then resisting voices of authority.
Thus, given that such similarities exist between the structure and narrative of the sequel and the original title, it is unsurprising that once again another Portal raises the issue of why we submit to rule systems, accept their challenges, and follow their orders in order to enjoy ourselves. In the sequel, though, I drew a rather hasty conclusion early on in my playthrough that, perhaps, this iteration of the series was going to critique politics and power in a more specific way than the more philosophical and abstract approach that the previous game had taken when merely acknowledging this theme through its gameplay.
Today marks the third of four articles dedicated to fully unpacking my recent paper for Rutgers School of Communication, presented earlier this month at the Game Behind the Video Game conference in New Brunswick, New Jersey. Our previous articles focused on vectors for audience engagement and two of the four major taxonomic categories of Let’s Play walkthroughs, the Expert and the Chronicler. We continue our taxonomies today with discussion of the third major LP type, the Comedian, before concluding next week with our final type and an overarching discussion of Let’s Plays as a fan practice.