Posts Tagged ‘Videogame’

Best of 2013: Top 10 Game Cases

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That’s right, it’s time for another round of aesthetic appreciation of the plastic and cardboard kind. 2013 saw the release of plenty of great games and some stellar box art to boot. This list counts down my ten favourite physical game cases of the year, decided based on factors such as uniqueness, originality and, as always, colour! While there were certainly a whole heap of download-exclusive games to get excited about in 2013 and there will continue to be, the future of the physical game case appears perhaps a little more secure in the short term than some naysayers would have you believe, predominantly due to factors like the obscene sales success of GTA V and the ridiculous download sizes of PS4 and Xbox One games. This makes me rather happy, because I love the art of game case presentation perhaps a little too much.

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VR BEST OF 2013 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. Respectful disagreement is welcome.
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10. FIFA 14 (“next-gen”)

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EA Sports has a reputation of iterating on its annual releases, like FIFA, year after year, changing only a little each time. Even though this is only true of the mega-hit football series if you don’t actually play it yourself, few could have expected that the general experience of playing (and watching) FIFA 14 would improve so much in the transition from PS3 and Xbox 360 to PS4 / Xbox One. To get the message across that the next-gen equivalent of the game might be worth playing even if you already bought the last-gen version, the company made the smart marketing decision to abandon the predominantly white and red design of the last half-dozen years in favour of a darker colour palette, a player close-up rather than an action shot and a new yellow logo. The Madden and NBA Live series followed suit to give the feel of a clean, fresh virtual sporting experience. I’m a big fan of the change.

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On Spoilers in Reviews

Over the last few months I have been fortunate enough to start getting some constructive feedback on my blog, whether written or in person, which means people care enough about it to lend me their two cents. This is an amazing thing and it truly is moments like those that help me to keep on posting. So thank you to everyone who has done so!

Having said this, one of the more popular comments I get concerns a topic that I’m sure nearly everyone who has ever written regular reviews in history has dealt with: spoilers. So allow me, dear reader, to comment on my side of this topic.

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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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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

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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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