Friday, July 10, 2009
Top Ten Non-Playable Characters
I'm tempted to say that I hate Top X lists; that they're the worst kind of feeble-minded pandering that is ruining the industry. And to an extent, I do. Rate the top 10 babes in gaming, get a ton of hits! It's not rocket science. Though I think there's more to them than selling out.
A good summation on a Top X list can bring new appreciation to that particular entry. I knew people liked Sephiroth, but had no idea why until forced to write that list and really force myself to understand his appeal. My only hope is that people learn as much from my lists reading them as I did writing them.
The other great thing about these lists is that they can highlight games and achievements you may not have thought about. When's the last time anyone's thought about Murray the Demonic Skull? He's a great character though, and if this helps bring Curse of Monkey Island to people's attention or remind them that they should play it, then the list has done its job. It's meant to refresh people's memories as well as turn them on to new stuff. Provided you can take Top X lists with a grain of salt and not get too wrapped up on how similar they are to your own personal choices, I think there's a lot of value to them. They may not be particularly deep, but they can work as a summary in what you might have missed or failed to fully appreciate your first time through.
Wednesday, July 8, 2009
In Defense of the Pre-rendered Cut Scene
It used to be that games traditionally told their stories via text and in-game animations. That all changed with the advent of 3D gaming around the PlayStation era. The industry shifted towards pre-rendered cut scenes using computer-generated imagery to help push narrative forward, with
Yet by the time the
Thursday, July 2, 2009
E3 09: Borderlands Preview
In an age where shooters are all trying to outdo each other’s realism, it’s refreshing to hear Gearbox’s creative director Mikey Neumann tell us that, "realism can eat shit and die." This bolshy mantra is first made apparent in Borderland’s new art style. It’s gone cel-shaded since we last saw it, making for a flashier, comic-book style vibe. This succeeds at streamlining the focus of the game from a gritty, desolate atmosphere to pure, raw fun.
Borderlands is a "Role-Playing Shooter" from Gearbox Interactive, the creators of Half-Life: Opposing Force and the Brothers in Arms series. It aims to combine the open-ended structure and leveling commonly found in role-playing games with first-person shooter combat and a healthy dose of co-op. Borderlands is primarily set in a desert wasteland of the hostile planet Pandora, where your rag-tag crew of treasure hunters is looking for a legendary alien vault containing unspeakable technology. Unfortunately, a lot of others are looking for this vault as well, forcing you to duke it out with them while also surviving the local wildlife. Thus begins your quest of exploration, looting, mission-hunting, and killing things, all of which will take you across miles of open terrain.
Arguably, Borderland’s biggest selling point is that it will contain over a million different weapons. This may sound like an exaggeration, but it’s not. Each gun is comprised of multiple components that are randomly generated and cobbled together. As such, no two weapons will ever be exactly alike. You’ll also have the option to make your own custom weapons out of parts that you find lying around the environment. Creatures disappear and leave ammo and weapon parts behind, which is another wonderfully daft example of Gearbox’s reluctance to conform to the standards of reality. This custom nature also extends to different ammo types, of which there are plenty. The most noteworthy of these are the self-explanatory "healing bullets," which sound like great fun in co-op.
Check out the rest of the preview here, at TGR.