Archive for 2008

About Monique Don’t Port Me, Bro
May 31st, 2008 by Monique | Digg | Technorati | Reddit | Stumble Upon

I donít like console to PC ports of video games.

Resident Evil 4: Great Game, terrible on the PC. Youíve probably played one or two, maybe even lived to tell the tale. You probably dislike them, too. Recently, Resident Evil 4 had a port by Ubisoft that was so horrible players couldnít even play the purchased game without downloading mouse hacks to straighten up the awkward aim and messy controls. I donít know about you, but I like to be able to play the games I buy right out of the package after a short installónot after hours scouring the internet for fixes upon finding Ubisoftís homepage link to the hot fix dead. I also like to be able to use my mouse when playing a game involving shooting in real time. Somehow, while transferring it from the Gamecube and PS2 to the computer, Ubisoft managed to completely deface one of the best games of this decade almost two years after its initial release.


About Brittany “I’m Sorry, Your Personality is in Another Princess.”
May 30th, 2008 by Brittany | Digg | Technorati | Reddit | Stumble Upon

Princess Elise from Sonic the Hedgehog (360/PS3). One of the worst princesses Iíve ever seen. Princesses. For the most part, they’re nothing but trophy wives for video game protagonists; vapid and spineless girls akin to supermodels. Many, aside from their glowing cardboard cut-out personalities, are also great at providing little or no help in sticky situations that they frequently get themselves into. Furthermore, after risking life and limb for these harlots, the biggest reward you get is a peck on the cheek. Well, okay, sometimes, you also get some sickeningly cute giggle or a bat of an eyelash. Sometimes. That’s if you can manage to behave.


About Suzie What Makes a Game: Part II - The Plot
May 29th, 2008 by Suzie | Digg | Technorati | Reddit | Stumble Upon

The Game that Made You CryIs plot important to a video game? Tetris managed without it, Sim City is hardly the stuff of novels, and Sonic revolved around a blue hedgehog and an egg-man. Plot was often consigned to the manuals for earlier games, whilst fighting games, racing games and shooters needed only the thinnest of excuses to send you into the fray.

The first games that featured imaginative story were the text-based adventure games. The first adventure game I ever played was an Atari game called Lords of Time. Featuring excessive amounts of time travel and the collection of several ’symbolic items’, the puzzles were horrendously difficult, but the story implanted in me a love of puzzle games that has never faded - although the genre itself sadly did.

About Leslie Lose Yourself
May 28th, 2008 by Leslie | Digg | Technorati | Reddit | Stumble Upon

Question for you, sir.What is it about a game that enthralls you? What really gets you hooked? In the last game that truly had you, did you identify with the characters, or did you latch on to the comedy?

What has always remained a constant, if anything? Do you notice certain similarities between the games you adore?

We aren’t discussing, of course, how Mythos and Titan Quest are close copies of Diablo, but the similarity of two or more games sharing a common area of your focus. Be it the beautiful scenery, the action and adventure, the fast paced battles, or the roles and storyline.

What sticks out for you? Do you notice a pattern? Is there no pattern, but a smattering of details that catch your attention and capture your heart?

That’s a lot to digest right there, I know. But it’s important. These details are what decides whether we buy the retail after the trial, whether we pick it up for ourselves after playing a friend’s copy, and whether we continue playing something we blindly bought or sell it to the secondhand shop in a week.


About Gloria Queen to A-2
May 26th, 2008 by Gloria | Digg | Technorati | Reddit | Stumble Upon

Fire Emblem There was a period of time that I was addicted to tactical games. I would stay up until 4am, bleary eyed and waiting for my turn in the battle to come. When it finally did, I would smirk to myself and think: checkmate. Then I’d send out whatever most powerful move or character I had in my arsenal. Except it wasn’t always a checkmate. The beauty of the situation was that my supposed victory move was not always a game winner. Like all games of chess, a smart opponent has something waiting in the wings to throw out in case of an emergency. The game is never over when you expect it.

It’s this ongoing struggle of stratagem that keeps me replaying these games and keeps me addicted.