I totally dismissed Doom before it came out. I took one look at it during Bethesda’s E3 press conference and knew it would be a disaster of a game. I was, perhaps, a bit presumptuous. As it turns out, Doom is a better game than it logically has any right to be, and one of the ways in which it’s so surprisingly, shockingly good is in its characterization of the so-called “Doom Gu,,” the faceless, voiceless, hyper-violent hero of the game. What’s amazing is that he’s still a faceless, voiceless, hyper-violent hero, but not in the bland, generic way that defined early shooters. He’s been given just enough background and a personality to elevate him from “generic” to “iconic”.
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I am not an angry man. In fact, I consider myself to be quite level-headed. Even so, I think Overwatch is giving me anger issues.
I’ve been getting very hostile while playing Overwatch, Blizzard’s latest action-shooter game, and I’ve been trying to figure out why. So I verbally assault my teammates? No. Do I swear like a drunk sailor in chat and curse the gods who put four Hanzos on my team when playing against two Tracers, two Genjis, and two Winstons? Absolutely. What were they thinking? Seriously.
This post contains spoilers for the static speaks my name, which is a game that takes probably five to seven minutes to get through and is free to play on Steam. So, if you would like to not be spoiled but would like to read on, you can find the game here and then come right back for this discussion of it.
You, who so well know the nature of my soul, will not suppose, however, that I gave utterance to a threat.
—Montresor, the killer in Edgar Allan Poe’s “The Cask of Amontillado”
This week we discuss the minimalistic combat of One Finger Death Punch. We discuss the game, but our conversation also strays into a discussion of the design philosophy of Silver Dollar Games, punk game design, and video games that troll their players.
Combat is expressive. You can tell a lot about a character based on the way that he fights. I wrote about this idea some time ago regarding Assassin’s Creed. I considered how the fighting styles of Altair and Ezio changed over time and how those changes reflected on each character.
In retrospect, I wrote that piece based on an assumption that went unspoken at the time. Combat is at its most expressive when it changes. Seeing Ezio’s techniques, arsenal, and skills evolve over the course of three games was far more interesting than simply analyzing Altair based on one game.
// Moving Pixels
"Virtual reality is changing the face of entertainment, and I can see a future when I will find myself inside VR listening to some psych-rock while meditating on an asteroid.READ the article