Posts Tagged ‘Game’

Getting the Basics Right

Because I’m not a game designer, I will act like everything in this article is super easy to do.

Modern videogames do a lot of things right. The so-called AAA blockbuster games are more cinematically engaging than ever before and despite the at times stagnant annualised releases of mega franchises, there are new and exciting things to be found within big releases all the time. And of course the indie game development scene continues to serve up some real gems.

However, all types of games to this day are guilty of not including some simple practical features that surely must count as rudimentary by now. In my book including these miniscule but super-convenient features makes your game just that little bit better, no matter what, even if their presence won’t fix any major problems with game design. What’s more, they require little to no creativity to execute. I’ve noticed enough of these regular and baffling omissions to write up a decent-sized list. It’s certainly a subjective list but I’m sure I speak for a lot of people on some of these in particular. And sure, there are some modern games that nail all of these bread-and-butter inclusions (or at least all the ones they can), but I still find it more than a little weird just how rare these games are.

I’ll admit that some of these entries may be harder to execute in practice than they are on paper, but from where I stand it’s hard to see how they could be any more difficult to implement than any other aspect of making a game. Also, about half of these things are specific to a certain console.
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1. Include an hour counter.

Really, this is the feature that inspired me to write this list. It is the one basic thing that I see most frequently left out of games these days and surely one of the absolute easiest things to fix. Being able to tell just how long you have played a game helps you judge its worth and makes conversations about said game involve a lot less guesswork. This is especially handy for RPGs, which tend to involve a great deal of time sinking, but a counter really should be included in every kind of game, because really, where’s the downside? The likes of the Pokemon franchise have been doing this for decades but the best recent example of great usage I can think of is Tales of Graces f, which not only has an overall time counter at your fingertips whenever you bring up the menu, but boasts a second counter right underneath the first to gauge the length of individual play sessions. Top form, Namco Bandai.

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Game Review: Game & Wario

My first-ever Wii U review! Starting now there will be at least one exclusive Nintendo-published game worth playing, at least in theory, released for the content-starved console each month until year’s end. Is this one of those? Uh, well…

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Platform:
Wii U
Developer:
Intelligent Systems
Rating: G
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That devious entrepreneur wants to charge $80 for this.

That devious moustachioed entrepreneur wants to charge $80 for this.

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Games.
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The Wii U needs them. Pretty badly. Barring Lego City Undercover and Monster Hunter 3 Ultimate back in March, admittedly both good titles, there has been a whole lot of nothing released for the console since December last year. But starting with Game & Wario, the gaming giant is set to release a relatively steady stream of quality leading all the way up to Christmas. Whether you enjoy Game & Wario will depend on whether you think it’s worth paying full price for a game that packs just as much fun and imaginative content as it does dull and lifeless “ideas”.

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Game Review: Persona 4 Golden

This Vita gem was scheduled to be released in Australia today, but it has already been in stores for a couple of days. The Americans got it last November and I imported it back then so I could finish it by our release date. Easier said than done, but here we are.

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Platform:
PSV
Developer:
Atlus
Rating: M
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IZANAGI!

From the unhinged people who brought you Catherine!

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It’s a hectic week.
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High school life never slows down. My teachers are irritating and they keep picking on me to answer questions I have no idea about. I have to attend drama and soccer practice as regularly as I can, because they improve my expression and diligence. I should try to help out my classmates who need to find all manner of trinkets, but exams are coming up so I really should study. I should also make time to hang out with friends, but things don’t pay for themselves, so I have to work hard at a part time job. Oh, and I need to fuse a decent Persona so I can beat a grotesque shadow monster when I next go inside a TV at the local department store.

Such is the bizarre equation of Persona 4 Golden, a truly fantastic entry in one of gaming’s most unique RPG series.

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Best of 2012: Top 10 Gaming Moments

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Just as there were plenty of segments within movies that stood out in the memory throughout 2012, the videogames of the year provided their own set of unforgettable moments. Many of these were related to the experience of playing around with game mechanics, and thus are both personal to me and by nature spoiler-free. However, there were also plenty of story-related moments that shook me much like a film scene might, so read this list with care.

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VR BEST OF 2012 DISCLAIMER
This list represents my opinion only. I am not asserting any kind of superiority or self-importance by presenting it as I have. My opinion is not fact. If you actually agree with me 100%, that’s scary. You have been warned, fanboys.
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Spoilers

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10. Third Gym – Pokemon White Version 2

The first Gym in Pokemon White Version 2 is deliberately pretty vanilla and the music is identical to that of all the Gyms in White 1. The second Gym shows you in no uncertain terms that the music will not be staying the same from Gym to Gym this time around, but it isn’t until the third that the potential of such an idea really hits home. A string of creepy malformed chords greet your ears, sounding like cicadas dipped in LSD, and the visuals match the audio perfectly. Stringy cocoons litter the dusty building interior, leading up to a mega cocoon housing a psychedelic rainbow paint pool and the Gym leader. Trippy and awesome.

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Best of 2012: Top 10 Annoying Videogame Experiences

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For all the gaming highlights of 2012, there were quite a few moments of frustration, at least for me. They came in many irritating forms. Some were due to glitches in games, some were caused by basic design flaws and/or oversights on the part of developers, some were directly related to my own stupidity or incompetence. All sucked.

There isn’t too much more to say about this list; really, I just want to get it out of the way. It’s not bringing back very pleasant memories.

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VR BEST OF 2012 DISCLAIMER
This list represents my opinion only. I am not asserting any kind of superiority or self-importance by presenting it as I have. My opinion is not fact. If you actually agree with me 100%, that’s scary. You have been warned, fanboys.
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10. “Why am I trapped in the water?” – Sleeping Dogs

Barely seconds into my first opportunity to explore Hong Kong during Sleeping Dogs, I ended up at the docks. It wasn’t something I intentionally aimed for, but my open-world gaming habits, honed during hours of fun with Just Cause 2, dictated that I should explore as much of the game world as possible. Assuming the region was my oyster, I jumped gleefully into the sea, before discovering that ten minutes of aimless swimming were ahead of me. There was no place from which I could get back onto dry land, at least anywhere I could catch a glimpse of. The docks themselves weren’t much better, as I discovered when I finally did get back on land. There weren’t even any people out there; just a maze of crates and a jumping glitch that froze me in midair.

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Best of 2012: Top 10 Game Cases

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Time to kick off my ambitious goal of presenting ten top tens of entertainment media in 2012. This is going to require an unprecedented time management effort, but hey, hopefully I’ve grown enough this year to meet the requirements. First up, something I’ve always paid perhaps a little too much attention to: videogame cases.

We live in an age where games are available as full digital downloads more readily than ever, but physical production is still plenty relevant. When you look at a game on a store shelf, a lot of things go through your mind, whether consciously or (more likely) subconsciously. Is the cover eye-catching? Does it stand out from its brethren? Does it give you an adequate idea of what the game will have you doing? Does it do something other than feature a man looking straight at you while striking a badass pose? All these things and more churned around in my mind before I could spit out this list of my top ten favourite game cases of 2012.

But the list doesn’t just take into account what the front cover of a game looks like; I’ve also considered the back, the spine and, where applicable, even the inside of the case. All facets of physical presentation have been accounted for. Yeah, I’m definitely a cool guy.

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VR BEST OF 2012 DISCLAIMER
This list represents my opinion only. I am not asserting any kind of superiority or self-importance by presenting it as I have. My opinion is not fact. If you actually agree with me 100%, that’s scary. You have been warned, fanboys.
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10. Assassin’s Creed III

Case_Assassin's

When compared to the cover art of the first four Assassin’s Creed games, one thing immediately stands out about the front of the ACIII case. Connor, the newest member of the Brotherhood of Assassins to be introduced to series fans, isn’t simply standing in an ominous pose with a hood over his head. No, he’s actually doing something, and something rather violent at that. That redcoat he has in his very capable grasp is not going to be breathing for much longer, or so the implication stands. The motion-blurred battlefield depicted in the background, complete with prototype American flag, adds to the kinetic excitement of the image, suggesting a history-rich experience well worth playing through.

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