Wednesday, October 15, 2008
Someone in the editing room likes Sigur Ros
A couple of trailers of fresh games that both feature the icelanding band.
Tuesday, October 14, 2008
Monday, October 13, 2008
2 games with windmills
Here's a game that had a windmill:


Ico.



Here's a game that's coming out that also has a windmill:

Prince of Persia.
Here's something else they both have:

Characters that hold hands.

At least some of the time.
What I've seen of Prince of Persia exudes fantastical mystery. I welcome another game that contains two characters travelling with an environment that's a character unto itself, with its own secrets and history.
Let's hope the Prince's witty one-liners and the acrobating fighting he and Elika share help them approach the tremendous, wordless bond that Ico and Yorda had. It's a tall order, but maybe I just want something to tide me over until Fumito Ueda's team announces their next project.
Monday, June 2, 2008
Being a Bad Gamer
Thursday, May 29, 2008
Videogames and Sex in Perspective
The treatment of sex seems to be a good indicator of the maturation of a medium. An interesting vid on the subject.
http://www.youtube.com/watch?v=6pEquofR2r0
Of course, it's not as simple as simply treating the subject of sex differently. We're all trying to sort out the implications of interactivity in the medium, naysayers and enthusiasts alike.
http://www.youtube.com/watch?v=6pEquofR2r0
Of course, it's not as simple as simply treating the subject of sex differently. We're all trying to sort out the implications of interactivity in the medium, naysayers and enthusiasts alike.
Labels:
daniel floyd,
flash,
leigh alexander,
maturation,
sex,
video,
videogames
Tuesday, May 27, 2008
The Mundane in Gaming
I was wondering why I found it refreshing to hang out in GTA IV or increase social links in Persona 3. While reading this article I realized that It was the mundane nature of those activities and the seemingly novel aspect of the mundane in gaming that compelled me. Only a few games have successfully conveyed the mundane. Some examples include Animal Crossing's real time outings or Shenmue's exploration. Usually the mundane occurs in isolated bursts or are non-core features, like vending a soft drink in Half-life or star gazing in Morrowwind. Any other games that have the mundane as a significant component, successful or not?
[In this editorial, Gamasutra Editor At Large Chris Remo takes a look at some of the alternatively laid back and frenetic design angles within Grand Theft Auto IV, making a case that it's the slow periods of gameplay that make the title's longevity as much as the big action sequences.] Having just played through Rockstar North's Grand Theft Auto IV, whose story I completed a few minutes ago, I wanted to comment on the design ...
Monday, May 12, 2008
Best Done Crispy
Hooray for independent game journalism. Crispygamer.com is a veritable hub of game articles, podcasts and features which shy away from Big Media and quantified review systems, instead using a three tiered recommendation system: Buy, Try or Fry. Brilliant.
http://tinyurl.com/5zcozr
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