Child of Eden is a conflicted game. Stuck in a No Man’s Land between “shooter” and “spectacle,” it can’t decide which one it wants to be. The shooting distracts from the spectacle and the spectacle distracts from the shooting, making for a very schizophrenic experience. Granted, I’ve only played with a controller, and based on the writings of others, it seems like I’d get a very different experience playing with a Kinect. But the one thing that I can’t parse from all the praise is what difficulty people played on. It’s hard to believe that people had the wonderful experiences that they write about while playing on the Normal difficulty. The only other mode is the Feel Eden difficulty, which is essentially “god mode.” It makes sense that Child of Eden would be more fun with “god mode” but that also speaks to its most serious flaw: it’s a game best played when you can ignore everything that makes it a game.
Latest Blog Posts
While Nintendo’s 3DS launched with a great deal of fanfare and excitement, recently announced sales figures reflect a fading enthusiasm for 3D gaming. While 3.61 million units is nothing to laugh at, the number falls a good deal short of Nintendo and Iwata’s four million sales goal. Although gamers are not inundating retailers to snag the 3D gadget, the future of 3D entertainment is assured. Nintendo’s slow sales announcement is a clarion call, not a death knell, for publishers and developers to better persuade the industry and consumers of the opportunities that 3D gaming has to offer.
As early a few years ago, 3D held no secure place in the film industry. Some live action major motion pictures featured portions of their films upconverted to 3D, but most of its use remained within niche animated films. The first time I that actually enjoyed 3D effects was during Coraline in 2009. For some time, many considered the revival of 3D a temporary fad, a gimmicky last-ditch effort from the movie industry to boost theatre revenue by charging a few dollars more per film. Now few can deny the permanence of 3D film making. Whether you find Transformers: Dark of the Moon palatable in 3D or not, the technology is here to stay.
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 here.
Chapter 7 of Rage Quit is available here.
Chapter 8 of Rage Quit is available here.
Chapter 9 of Rage Quit is available here.
Chapter 10 of Rage Quit is available here.
Chapter 11 of Rage Quit is available here.
Chapter 11 of Rage Quit is available here.
Chapter 13 of Rage Quit is available here.
Chapter 14 of Rage Quit is available here.
Chapter 15 of Rage Quit as a PDF.
Randal looked at his phone when he got back down to the marketing department. It was 7:22. Shit, people would be in the office soon. He wondered if any of them were scheduled to be in late or work from home or were on vacation. Fear and Loading had each department track exactly that information, so he logged onto the corporate intra-net and saw that everyone was scheduled to work normal hours that day except for one person, Janet Velasquez, who was out for the morning but in that afternoon. He found her desk, took her laptop and its cellular wireless card, and headed back to QA before anyone saw him. It was only as he was texting Lea to request Janet’s passwords and login ID’s that Randal started to see the problems.
I have recently taken to listening to Stephen King’s The Dark Tower series at work. Audiobooks don’t make the day go any faster, but they at least feel slightly more productive than listening to music or putting Netflix on in the background for a straight eight hours. That, and it feels like the only way that I get any reading done.
Having just closed the last audio file on the second book in the series, The Drawing of the Three, two impressions fill my mind. The first is that I can’t fathom what the objection would be to making a videogame out of this series, as it’s so obviously organized like an adventure RPG, party recruitment and all. The second is that Drawing of the Three provides an excellent analogy for understanding point of view in gaming and gaming’s fourth wall.
When the Blight rose in Ferelden, most fled or pretended it didn’t exist. Fortunately, Virginia Cousland, a new recruit to the Grey Wardens, turned out to be the best hero the country could have hoped for. She balanced pragmatism with benevolence. She could be coercive and callously calculated, but she never lost her compassion. There was context to her decisions and her moral character grew out of her choices. She always had the option to choose otherwise—she could have tainted Andraste’s ashes as easily as she preserved them—but she stuck to her principles even when an easier path forked away from them. Virginia’s successor, Mira Hawke, did not make her own choices even when there was room in the story to do so.
Both the Warden and Hawke’s moral strength can be judged by their actions, but Hawke’s actions, unlike the Warden’s, are largely out of the player’s control. Judging Hawke’s moral character, then, is done on the basis of actions that can not be avoided. Hawke is racially and economically privileged; she’s ushered into the ruling class, and she exploits the underprivileged citizens of Kirkwall.
// Moving Pixels
"In Reveal the Deep, the light only makes you more aware of the darknessREAD the article