Call for Feature Essays About Any Aspect of Popular Culture, Present or Past

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Text:AAA
Friday, Feb 26, 2010
A warning screen appears when you first start Silent Hill: Shattered Memories that states “This game plays you as much as you play it.” This is a warning not to be taken lightly.

This discussion of Silent Hill: Shattered Memories does contain spoilers.


Silent Hill: Shattered Memories is a complete departure from the traditional survival horror format. It’s not simply a reimagining of the original Silent Hill. It’s a wholly new game. However, despite the differences, it keeps the single most important facet of the Silent Hill franchise intact, the very facet that its predecessor, Homecoming, forgot: retaining the psychological in psychological horror.


 


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Text:AAA
Friday, Feb 19, 2010
Despite popular opinion, I don't think any kind of spoiler can truly ruin your experience with any game.

Before I ever started playing the original No More Heroes I knew all that it had to offer. I knew it was one giant joke, a playful jab at the entire medium and those who love it. I knew about the purposefully empty open world, that Travis Touchdown was a blatant otaku, that he fought with a “beam” saber, and that he was a parody of the stereotypical gamer. I knew about the over-the-top action, the insane bosses, and the game’s embrace of a retro 8-bit style. I thought it sounded awesome and expected to enjoy it, but I hated it. I hated the jokes, I hated Travis, I hated the side jobs, the open world, the Lucha Libre masks, and grinding for cash.


I’ve often wondered what made me hate the game so strongly in those first few hours, and I believe I hated it because the game was spoiled for me. Much of the game’s charm stems from the joy of discovery. Not “discovery” as in environmental exploration but rather the discovery of an unexpected gem of a game. That experience was spoiled for me by the expectations that I had going in. Most talk of spoilers center around plot twists but even a discussion of the experience can spoil a game. And yet, after the wonderfully anti-climatic battle with Letz Shake, I started to warm to No More Heroes. By the time that I heard that robotic voice announce my impending fight with Harvey Moiseiwitsch Volodarskii, I was enjoying myself. And by the time I finished the game, its crazy charm had made me a fan. Despite that joy of discovery being taken away from me, despite all the hate I had for the game, I still came to love it, and I believe that speaks to just how inconsequential any kind of spoiler is to video games.


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Text:AAA
Friday, Feb 12, 2010
Borderlands and Dragon Age portray the player as a traveler, but the permanent storage we get in downloadable content betrays that portrayal.

Gamers are hoarders, collectors. Games have always encouraged this behavior, both inside and outside the virtual world, tempting us with “the next big gun” and “the next big game”. But sometimes this tradition is eschewed to great effect. When Resident Evil 4 got rid of the magic storage chests that had been a staple of the series, players were forced to think about their inventory in a new way. We had to strategize, we had to choose between ammo, health, grenades, or guns, we had to predict what was coming and therefore what we would need, but we never really knew what was coming. As we left the mysterious Merchant, there was always an uneasy feeling that we were unprepared. Our limited inventory made the unknown more frightening.


More recently, Dragon Age: Origins and Borderlands forced the player to accept a limited inventory, and since their release, developers of both games have caved to public pressure and given players a storage chest through downloadable content. By adding such a chest, these two games lost one of their more unique traits: their portrayal of the player as a traveler.


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Text:AAA
Thursday, Feb 11, 2010
Clash of Heroes mixes equal parts match-three puzzle gaming and strategy with some light RPG elements.

I love strategy games on my Nintendo DS. They’re pretty much all I play on the thing, except maybe a little Tetris or Meteos from time to time. But for me, turn-based strategy games like Age of Empires, Advanced Wars: Dual Strike, and yes, oh yes, oh yes, Civilization: Revolutions are why I bought a new DS the day my old one broke. The purer the strategy, the better as far as I’m concerned, and random elements in these games just drive me nuts. Any time the digital dice contravene the odds, I’m a little peeved. I love to plan many moves ahead, make the right moves, and see my strategies give birth to victories. I guess I’m mostly just looking for really complicated versions of chess. With tanks.


So I was surprised to find how much I enjoyed Might and Magic: Clash of Heroes, a game that mixes equal parts match-three puzzle gaming and strategy with some light RPG elements. Battles are very abstract, sort of like playing versus Bejeweled, but with dragons and vampires and demons. The two armies line up and each round you have three moves to maneuver troops so that three units of the same color line up to form either a wall or an attack formation. Bigger units like knights or those dragons requite multiple units of the same color stacked up behind them to activate. It’s a simple game with layers of interesting strategy and complications that make it a lot of fun. I recommend it, despite the trite, overwrought (but thankfully irrelevant) story.


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Text:AAA
Friday, Feb 5, 2010
Prototype and inFamous are like twins separated at birth and raised by different developers, one that values ambition and one that values excellence.

Even before their release, Prototype and inFamous were being compared to each other. After finally having played both, I can finally see just how different they are, but their similarities shouldn’t be ignored. Prototype and inFamous are like twins separated at birth and raised by different developers. Both are open world games with an angry main character who suddenly finds himself with superpowers and must find out why while the city goes to hell around him. What separates these games is how they expand upon that premise with gameplay. Prototype attempts to be something grander and more unique than its developers can ultimately handle while Infamous is content to be a more typical action game, though one polished to perfection.


The best example of polish in inFamous is Empire City itself and how we traverse it. Cole, the protagonist in inFamous, moves much slower than Alex, the protagonist in Prototype, but Empire City is designed around this limitation. Since the city is a fictional place, developer Sucker Punch isn’t constrained by realism, so they’re free to design it however they wish. The city is broken up into three islands with electric train tracks circling each island. Since Cole can control electricity, he’s able to “surf” on these rails at incredible speeds. The city layout is more impressive as we move inwards where we find a comprehensive network of cables connecting each building. Cole can surf these cables as well, and once he learns how to hover, he can hop from cable to cable, moving through the city like Tarzan through the jungle. He may move slower than Alex, but the environment complements his powers. This city was built with Cole in mind.


Tagged as: infamous, prototype
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