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Back in 2001, a little known division within Sony’s Product Development Department spent four years developing an action-adventure game for the Playstation 2. This game was called “Ico,” and it broke new ground in many compelling ways with it’s uniquely designed puzzle gameplay, art style, and minimalist story. Sadly, this initial release did not sell very well in the US despite critical acclaim. Team Ico followed up this game in 2005 with “Shadow of the Colossus,” also a highly praised game with massive bosses and a similarly minimalistic aesthetic to Ico. Now, both games have been rereleased in this collection for the Playstation 3, upgraded to a smooth 30fps and 1080p resolution. (For those interested, Ico wins in the resolution bump, having full 1080p resolution, while Shadow has 720p upscaling.) Shadow’s level of detail system is still in play, which is depressing due to the porting staff not choosing to use high detail in all areas to get the most out of the platform. However, this column is focused on game reviews rather than technical minutiae, so on to the games proper.
categories: high definition, amazing, fights, boss, colossi, annoying, fucking, yorda, outdated, shadow of the colossus, ico, ps3, ps2, port
Marc Ecko’s Getting Up: Contents Under Pressure
(a.k.a. Marc Ecko’s Cool Game for Attractive People)
Wassup homies, I’m da Standard Def Gamer. I be getting up in this bitch to bring you my impressions of an impressively mixed game about street art, yo! I may be new to dis whole street lingo ting, but ey- I’m speakin’ it like a natural. Word.
Dear God, if anyone catches me using this sort of syntax in normal conversation they have full clearance to fucking shoot me.
categories: marc, ecko, egotistical, wheat, paste, mechanics, terrible, cool, rap, graffiti, glitchy
I'm really looking forward to this game. I think the art direction looks good and I think the gameplay looks solid. That said, the real reason I'm starting this thread is to rant about one thing I'm seeing in the videos that really kind of bugs me. It's the contextual highlighting. It's causing something of a stir on the official channels as to whether it should be optional or configurable, and I have to say, I'm starting to agree with those who say it should be configurable ideally, or at least optional. As far as I can tell I've identified three kinds of indicator highlighting:
- Doors / Vents - These appear to have a permanent highlight regardless of player angle, so long as the player is close enough. "Close enough" is defined as something around 20 feet away, as far as I can tell.
- Boxes / (Other Items?) - These appear to have a highlight when the player is within the ~20 foot distance, but are also only highlighted when in the approximate area of the crosshair. I would say about the middle third of the view horizontally, and about the middle third vertically is the approximate area in which the items will highlight
- Enemies do not appear to highlight, but instead the crosshair turns red when drawn across them.
categories: game, contextual, highlighting, dumbing down
Bulletstorm has been generating a substantial stir among moral guardians and alarmists over violence in video games. There’s no doubt there is plenty of objectionable content in the game- mostly in the form of the sheer enormity of its violence across its eight hours of gameplay.
categories: game, censorship, media, frenzy, bulletstorm, xbox 360, guns, reviews
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