
“Resident Evil 4” and I have a complicated relationship. The first time I tried it in 200X (I don’t remember the precise year I first played it), I enjoyed it a great deal. I got into the second chapter then got angry at the game for turning into an escort mission and being unsure where to go. The second time I tried to play it was last year- I despised the game’s control scheme and couldn’t get past the opening fight against a town of the…
catagories: survival horror, resident evil, leon s. kennedy, ganados, el gigante, not a zombie, evil clergy, bond villain, cliche, hammy, overdone, quick time events, quick 180, gun, customization, stranger, not scary, awkward camera, silent hill, bad controls, atmosphere, game design
There's been a lot of buzz lately about Tim Schafer's new Double Fine project hitting $3 million on Kickstarter lately. Other companies are beginning to take notice and to start their own Kickstarter projects as well. But there are some lingering questions about the crowd-funded approach that no one seems to be asking.
First off, crowd publishing may be new now, but what happens if it suddenly becomes the norm? Let's say EA decides they want to try to launch a new IP,…
catagories: crowdsourcing, crowdfunding, activision, bobby, kotick, kickstarter, tim, schafer, christian, allen
I will admit in no uncertain terms: I love Assassin’s Creed. Since the franchise’s launch in late 2007 for the Xbox 360 and the PS3, Assassin’s Creed has captivated millions with its ridiculously complicated tale of an secret war between a clan of assassins descended from the Ḥashshāshīn and the Knights Templar- a conflict spanning thousands of years. To describe much more of the details of this conflict would to do a disservice to first-comers to the franchise,…
catagories: assassin's, creed, revelations, ezio auditore da firenze, assassination, annualization, good, but, tired, horseback, riding, cut, hookblade, headfuck, ancient, conspiracy, templar, altiar ibn la ahad
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,”…
catagories: high definition, port, ps2, ps3, ico, shadow of the colossus, outdated, yorda, fucking, annoying, colossi, boss, fights, amazing