Archive for 2008

About Brittany Not Enough Gold Pieces, Part 1
October 10th, 2008 by Brittany
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intro.JPGWith the economy in the shape it’s in, some of us simply can’t afford to pre-order every single release coming out later this year (and boy, are there a lot!), pay them off in full, then have money left over to buy everyone in the family a new car. Well, that’s a bit of an exaggeration. As long as there’s enough money to pay the bills, that’s fine.

But how do you support a healthy gaming habit when some of your wardrobe is second-hand and ketchup and water (tomato soup) is part of your regular diet? Okay, so maybe most of us aren’t that downtrodden. But feeding your gaming habit can get ridiculously expensive. That’s why I’ve decided to do a monthly series of posts concerning great games on the cheap! Break out your wallets and let’s get started!

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About Suzie Character Control
October 9th, 2008 by Suzie
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Fl0wA couple of weeks back, Jon and I went to logger-heads over the issue of cutscenes. Of course, a topic like this needs to be returned to - and Jon did exactly that in his return email to me. Since I always need to have the last word, naturally I replied.

Jon,

I think, perhaps, we want video games to do different things. You want video games to tell a story. A cohesive story, that follows the rules of characterization and plot. When we read a book, we don’t expect silent and masked protagonists. When we watch a movie, we don’t expect to influence the dialogue on screen.

Video games are - I believe - currently evolving. They balance two different demands, and many times these two demands are completely opposed to each other. The first demand is that of interactive entertainment. Whether that’s racing a timer whilst organising oddly shaped building blocks to stop them building up to the top of the screen - or pitting your spiky-haired warrior against an array of peculiar monsters.

The second demand is narrative. This is the why, the where, the when. I can build stats for the sake of winning, or I can build stats so that I can be better able to take down the evil psychopath threatening to destroy the world. Either way I’m building stats, but with a story wrapped around it I can at least be motivated, or moved.
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About Suzie Letís Talk About Sims, Baby: Part II - MySims Kingdom
October 7th, 2008 by Suzie
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MySims KingdomNote: This is part II of my write-up of EA Sims Bloggers Day. You can read Part I here.

If you’ve played the original MySims, you will know the characters already. Family-friendly, cute voiced, and stylised - the MySims took the super popular Sims franchise and gave it a Nintendo spin.

MySims Kingdom takes the core gameplay from MySims - that of building things - and uses it within an RPG-styled storyline. Unlike the original game, you follow a series of quests, meeting up with many recognisable faces and unlocking various new lands as you go. These lands are themed - one is a wild west frontier, another is a mystical fantasy land. Tim LeTourneau, the Executive Producer, compared the design to that of Disneyland.
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