© 2010 Arthur Kotsopoulos
I’m a full-on gamer so when it comes to sequels and gaming events I usually get worried that I’m easily sucked into the hype bandwagon that ultimately ruins any hope I have for enjoying a title. It happened with GTAIV, it happened with Gears of War 2, Fable II and I feel it will surely happen with E3 2010.
E3 2009 returned to form with booth babes, all out advertising and no holds barred gaming mascots walking the floor, but still I feel that E3 2010 will follow the same trend as EPIC’s Gears of War 2. It will be bigger and better than its predecessor but will ultimately fail to live up to its own hype.
How interactivity can kill the narrative
©2010 Alex Baldwin
Something with a plot that twists and turns, surprising at every turn but always making sense. Something personal, as if it was constructed only for me and my unique journey through the game.
Something I will never see.
It’s a simple fact: the perfect narrative does not exist.
I can’t be anymore blunt than that. Try as I might, I have yet to find a game that can connect with me on all the levels.
A great story may fulfill one or two of the criteria, but it can never provide all due to the simple thing that separates games from passive media such film and novels. Games are interactive.
Link between violent crime and games
‘greater than the effect of smoking on ‘
©2010 Arthur Kotsopoulos
Last night after some serious Heroes of Newerth 2v2 Noob Matches I stumbled across the Australian Xbox.com Forums to check out the threads that I had posted in to see if there had been any replies. A gaming/violence thread came to my attention which I instantly thought was about another news website posting about a crime which somehow related to video games.
To my surprise it was actually a news piece Channel 10 aired last night which was the most useless utter garbage of a report I have ever seen in my entire life.
Into The Sandbox:
Is Freeform Gameplay Really The Future?
by AXIS of Reality
© 2009 Alex Baldwin
Complete freedom has always been the holy grail of gaming. Sandbox Gameplay in games such as GTA3 and Crackdown have shown the potential for setting a player loose in a world with nought but their imagination (and usually several dozen guns).
But should we really want our games to tear down their walls and send us out squinting into a blinding world of possibilities?