Quantcast
Destructoid - Nathsies's Community Blog




About Me
I'm Nathan Hardisty, an author, ex-editorial writer for Platformnation.com, ex-games writer at Screenjabber. I now write for a variety of sites on the internet while still updating both my DTOID blog and my regular blog, which can be found below.

Also I'm incredibly pretentious about video-games so beware. I might just hipsterblow your minds.

I can be reached at:

nathan.hardisty@gmail.com

twitter.com/nathsies

My work:

http://www.blogossus.wordpress.com/
http://www.platformnation.com/author/bananahs/
http://www.thepurpleview.wordpress.com
http://www.destructoid.com/blogs/Nathsies
Gamer Profile
3DS friend code:
Steam: GIVEMEURMUNIES
Battle:
PSN: GIVEMEURBANANAHS
Mii:
Gamertag: Bananahs
Following (2)
AwesomeExMachina
wafflability
Hiatus
Nathsies | 11:09 AM on 04.15.2012 4 comments


As youve probably noticed, theres been a distinct lack of content recently.

This was a pretty hard decision for me to come to, but its one that I need to take. For the next month and a half Ill be thrown into the hardest academic period of my life and I need to be at peak efficiency. This means Ill be taking a long break from the internet in general, no more Redditing for me! The fact is, I just dont have the time to make quality writings right now. I always like to spend time crafting pieces and noting ideas and putting effort, research and myself into these pieces and essays. Unfortunately, it seems I simply cant afford to even write anymore. This means that Ill be taking a hiatus for the remainder of this month and all of May. Ive decided Ill still be tweeting, answering emails (nathan.hardisty@gmail.com) but I I was stupid not to stockpile articles and stuff and this will not happen again. Next year, there will be weekly content that Ill just write months in advance. Or something, we shall see.

This means Ill have a lot of stuff to do, and Ive been promising stuff over my Twitter and in my essays over the past few weeks that all needs addressing.

Journey: I have played it, I will essay it as soon as I get back. I promised it for last week but, timing and revision and stuff etc. It'll be on my regular blog and here.

Filmy Essays: The Dollars Trilogy, The Alien Anthology, Prometheus, Pulp Fiction, Titanic, The Weatherman, Empire Strikes Back and so many more films. These will all be essayed. You can read these over on my regular blog or on my Flixist bloggins.

Up, Down, Left, Right Volume Four: I need to do some heavy planning on this, but it might not be coming this Summer. Im reworking the premise and philosophy of the piece, and after Volume Three I just want more time to work on these things.

Up, Down, Left, Right Remasters: I promised these months ago. I will get to them this August if it kills me.

Tears In Rain: My book on Blade Runner will be coming out on time. I havent finished writing it yet but I will get it completed for the 30th Anniversary if it kills me.

Film Book 2#: Well see

Because Ive broken your heart (and mine) Im putting together a Welcome Back package. Its a lot like what Sony did during the PS3 hacking scandal except without money and scandal involved.

Weekly Essays: Gaming essays (like the good old days) every Saturday, filmy essays every Sunday. All throughout this Summer.

Critique Corners: I cant get get into the juicy stuff without essaying it, and I prefer the new format anyway.

Blade Runner Week: All throughout the 30th Anniversary week (25th June 1st July) there will be seven articles. Essays, reviews, scene analysis. All found on my regular blog and Flixist bloggins.

So, there you go. Thats me bidding farewell for a month and a half, wish me luck. As soon as I get back Ill be chucking out essays every week. Articles, updates and other projects will come at the same time. This will not happen again, this little hiatus, I promise. Its due to my poor planning really.

Feel free to email, tweet and whatever me over the next few weeks.

Ill see you soon.

read more


Kara: There's a reason I gave up
Nathsies | 3:32 PM on 03.11.2012 6 comments




Video in question.

"We can take away several important points from this demonstration. First: all the footage originates in real-time on a PlayStation 3. None of the video is pre-rendered like traditional CG cutscenes. Quantic Dream created this demonstration one year ago with the first version of their newest proprietary engine. Now, the team has already advanced to version three.

After showing Kara to the GDC audience, Cage expanded the discussion with several points. The actress, Valorie Curry, auditioned for the part along with 69 other actresses. She rehearsed for two days before the shooting, and all the motion capture and voice work is her own. The only sections of the film that did not use Currys performance are the foreign language sections, which involved the audio from two other actresses animated onto Currys character.

Cage concluded his talk by expressing his desire to produce meaningful material suitable not just for young gamers but for adults. Cage and his team believe in the importance of virtual actors, real talent driving those performances, and meaningful content beyond the technological achievements of the industry."

Source(IGN)

I can honestly say Ive never been more happy to know that I am quitting video-game journalism. Soon. For a long,long time. For a long, long while I have been contemplating doing it a lot earlier but, instead, I feel this urge to do something. To make my hours count. As much as I want to examine, analyze and celebrate the glory of video-gamedom theres always been that bubbling discontent with gamerkind. I have been trying, for nearly four years, to show to the masses that video-games are awesome. That they are artistic, no matter what anyone has to say in objection. They are art, get over it. Except, now, I have realized I have been writing towards the wrong crowd.

Gamerkind is the true force against itself. The real antagonist.

And theres a part of me which is pained to say that. Literally. I can feel all those keyboards, all those joysticks and all those controllers all raised into the air if there ever was a vote on the existence of video-games. I can feel this raw passion, but its hurting us. The response to the Kara trailer pretty much epitomises everything I have come to despise about video-gamekind. Cinematic gameplay Story! Emotionally engaging! Empty, empty, empty words after empty, empty, empty words. As much as I harp on about getting our medium recognized I think gamerkind themselves have to take a long hard look in the mirror.

Look at what youre celebrating with this trailer for video-game technology. Looking throughout the comments on the actual video your see massive amounts of amazing story and cannot wait to buy this and all sorts of this shows games as art. The fact is that David Cage, the man behind Kara, does not know what a video-game is. In fact, and I say this with as much grace as possible, he is afucking asshole. He iskillingvideo-games. Hes a pathetic individual who thinks that the film directors and cinematography are more worthwhile of a pursuit than pure interactivity. And he getsapplauded for it.

The starting quote is an excerpt from the IGN report. I dont like IGN. I did write a book about video-game journalism that, somewhat unfairly, examines closely the likes of IGN and Kotaku. Except this is where Gamerkind gets its guiding light, its beacon and (in short) its where the prophets come from to show us the Promised Land. Except, this wont be the Promised Land. This is a Promised Land that extensively details motion capture of a trailer, a Promised Land that celebrates this man who wants meaningful material and a Promised Land that will be exactly that of Heavy Rain. I do not want to talk aboutHeavy Rain ever again.

But I cant help it from happening. I dont want to call all of gamerkind sheep but it seems were going the way of lambs to the slaughter. All chewing on popcorn and waiting for our cinematic experiences or our new heights of interactive storytelling in the form of the samecut-scenefilmicpastiche. Its been a long while since I cared about anything but if theres anything I care about then its preserving our culture. Our only capsule of our own humanity. Full of distractions and philosophies to keep ourselves from realizing our existence is finite and futile.

Video-games!

Im not trying to be angry. I think Ive barely been angry. I dont want to be antagonistic to anyone who wishes to create video-games because, at the end of the day,video-games are awesome. I have deep respect for anyone who wants to move the medium, but I do not have any respect at all for the likes of David Cage. I have read about his stubborn ignorance to the breathtaking potential of our medium and how he confines himself to repeat the same-styles of film and literature to try and create something new in an interactive field. This is not the way to go. This will kill us.

Kara represents something scary. Im not the hero or the true shepard, nor am I any kind of great saviour but I am here to warn you that if you think Kara will revolutionize video-games. If you think that, instead of just a graphics tech demo, it willtruly revolutionize interactivity. Then, for you:

"I have seen its true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout Save us! and Ill look down and whisper No.-Rorschach,Watchmen[img]

read more


Far Cry 3: Oh for crying out loud
Nathsies | 5:03 PM on 03.03.2012 1 comments




Note: This is a minute by minute analysis of this video.

0:02 The GUI looks way too intrusive. The selling point of Far Cry 2, above everything else, was utter immersion.

0:03 I really dont need to comment on the player characters obnoxious voice. Some game journo interviews point towards it being a heavy element too. Not looking forward to what happens with this one.

0:09 Oh wow stabbing people! Because thats totally n- wait is that a +13′. Are they seriously turning this into a shooter with RPG elements?

0:14 At least the guns seems to have weight.

0:16 to 0:18 Dubstep! Reminds me: you have no idea how much the Stranded trailer pissed me off. Far Cry has gone from non-linear, morality surfing ludonarrative perfection to cinematic gameplay.

0:21 Oh look a levelling up system! Thats not intrusive at all ಠ_ಠ

0:24 What in gods name is that targeting reticule all about? Seriously? You can now see where every single enemy is firing from? What the hell is this, Call of Duty? Notice the massive GUI mess too.

0:26 PRESS X TO NOT DIE. PRESS X TO NOT DIE. That is going to be annoying as hell.

0:28 Oh shit theyre all over the place. No shit Sherlock. Player/player character dissonance yay!

0:34 Far Cry is now a game about shooting grunts and not about survival.

0:44 ZIPLINES! PRESS A TO NOT DIE! CALL OF DUTY: FAR CRY 3

0:48 Jam on the screen as a measure of health. Yay.

1:01 WILLIS YOU BETTER BE RIGHT ABOUT THIS

1:10 SUCCESS: THE MEDUSAS NEST Not intrusive at all! See this is all, no doubt, to give the player a false feeling of accomplishment and progression. Also hence the constant levelling up GUI elements.

1:15 DUBSTEP!

1:16 The minimap is REALLY starting to annoy me. Navigation in Far Cry 2 didnt feel like you were playing a video-game, it felt like you were reading a map. Immersion. Prettier game does not mean more immersion.

1:22 OH GIANT TURRET SEQUENCE OH I AM SO HAPPY

1:33 Okay the emergent gameplay is kinda there. Swimming is nice.

1:44 DERP PLOT ELEMENTS OVER THE PHONE. Theme of loneliness and isolated morality not prevalent here then? Shame.

2:03 HOLD X TO INTERACT.

2:05 CUTSCENE THROUGH MY EYES WHICH I HAVE NO CONTROL OVER!

2:21 Facial animation much improved but still way too creepy.

2:40 Oh Im not saying anything when I REALLY WANT TO SAY SOMETHING. But when its OH SHIT THEYVE EVERYWHERE my player character is all on it like a car bonnet.

3:11 This game is beautiful.

3:13 HOLD A TO NOT DIE.

3:25 That minimap is really sucking me out of the damn game

3:34 WOW SCRIPTED SEQUENCES. WOW.

3:49 Fungal infection now the new malaria? Me likey.

4:00 I like this nightmareish sequence, but the player character voice is getting on my nerves way too much.

4:21 Example of the best kind of obnoxious player character voicing is There it is. Im supposed to say that aloud, no need to say it for me. Again, built towards giving me a false feeling of accomplishment. Making me feel good, like a laughing track to a bad joke.

4:24 Looting?

4:28 MELEE ANIMATIONS YAY

4:38 I am loving the weight to the guns though, I have to say.

4:45 The divey-slide to cover is still in? Me likey.

4:40 4:59 Best example for the GUI getting in the way of everything is this firefight. Just look at the amount of information just in your face instead of feeling it through interactivity. Shaking of guns, blurry vision (not jammed up), map button instead. And the on-screen target radar thing. Ugh.

4:55 SCRIPTED SEQUENCE! ITS LIKE A MOVIE! (David Jaffe would be proud).

5:26 I bet I dont get to play this.

5:34 SHARKS. OKAY GOTY.

Yes I am incredibly disappointed.

read more


Gunpoint: Consequences
Nathsies | 10:21 AM on 02.25.2012 0 comments




Ive followed Tom FrancisGunpoint since the humble beginning. Ive played it from its earliest build up until the latest test version and, quite frankly, I think theres something magical about it. Its indie, incredible indie, but its a subtle statement to the mainstream of video-gamekind. In fact, more precisely, it makes a statement about video-game violence as a whole.Gunpoint, from its very title, appears as a shooting game. An action game. Shooty shooty bang bang. Except that couldnt be any further from the truth, Kotaku (wow Im quoting Kotaku?!) themselves sum it up perfectly: Deus Ex meetsCanabalt.

Itsdefinitelya game about process, not about product. The product of any level in any video-game is completing it. When youve fulfilled all Victory criteria inCivilisation V, got to the end of the train inUncharted 2 or killed every Lambent/creepy crawler/kitten inGears of War 3.Gunpoint is instead about getting there, the journey itself, and that journey is not pre-determined in any way whatsoever. Theres upgrade trees, items of interest and you cant pass levels without collecting data or fulfilling the right objectives. But, still, this is a game about process and not product.

Consider the mechanic of the Crosslink, basically turns you into anelectrician, and the ability to manipulate the environment suddenly throws up all kinds of emergent consequences. This is the lifeblood of emergent gameplay, when your interaction has a unique impact on the game world. Stumbling into a cavern inMinecraft after a TNT explosion, crashing into an airplane in San Andreas and hitting a guard in the face with a goddamn door in Gunpoint. Hilarity ensues. Gunpoint is a game about consequences, and its not found any stronger than in the eponymous Gunpoint.

Whenever you hold out your gun at a guard, you both freeze. Its a Wild West showdown with both of you itching the trigger but, if either of you pull the trigger, events will set in place that will transform the players world. If the player shoots, he both alerts all nearby guards, triggers an alarm state in which the police will arrive after a countdown and kill a man. If the player releases his gun then the man kills the player the player has to restart from an earlier point.[b]Consequences.[/b ]Its clever just how tense all of these Gunpoint instances are, yet theyre all going to be stalemates (unless youre the one to shoot).

Theres a strong discouragement to violence, I feel, but the game obviously isnt pacifistic. There are bonus objectives for harm nobody, the guards dont pepper-shoot you like Call of Duty (youre either caught off guard or you put your gun down). The whole game is built towards more of a thinking approach. TheDeus Ex half. The verticality of the levels combined with the jumping mechanicblends into theCanabalt half too.Gunpoint finds this sweet spot and exploits it to its full potential. Its a game where shooting people hasconsequences.

That hasnt really happened in a long time has it? When was the last time you cared when you shot someone? I remember man, hell, I wrote about it. Except that was a long, long time ago. Guns in video-games, ironically, destroy all meaning when (in fact) video-games are entirely built around gunplay. Thats not to generalize; we have ourMeat Boys and ourMotorstorms and ourPortals but video-games still revolved around this repeated thematic hit of violence. Its all epitomised by the gun, andGunpoint is one of few games to give it meaning.

I enjoyCall of Duty, I enjoyUncharted 3 but I dont enjoy them like I enjoyGunpoint. Gunpoint has tension in its feel, an almost state ofdis-empowerment. For once in my gaming career I finally feel outnumbered and literally outgunned. Those rare instances in which I get to point the gun are filled with this panicky fiddling of movement with Crosslink now out of reach and me start to edge away. I amretreating. I have never, ever retreated in a game about shooting people before. Ive run away but to say retreat would be hyperbolic, except here, it fits. I retreat into the dark and plan out by steps again.

Gunpoint is a fine, fine wine that really exercises all elements of your tuition and imagination. The combinations in Crosslink allow for, probably, some of the finest emergent gameplay to arise. The consequences carried by all facets of all the mechanics just builds towards a steady revelation that this is a video-game that delivers interactivity in some of its purest of forms. Its linear in its mission structure, it has dialogue choices and it has a named player character but still this has to be probably the most exciting piece of game design in a long, long time.

read more


Twisted Metal: Jaffegate
Nathsies | 1:02 PM on 02.19.2012 3 comments




http://www.forbes.com/sites/insertcoin/2012/02/10/twisted-metals-david-jaffe-says-putting-story-before-gameplay-is-a-mistake/

High budget titles like Mass Effect and Assassins Creed and indies like Bastion and Braid are able to tell effective stories and create characters and plotlines you care about. Not everyone agrees with this recent shift however, and speaking at DICE 2012 in Las Vegas, Twisted Metals David Jaffe says that this newfound focus on story is actually hurting games.

He says that games driven by a specific narrative are a bad idea, waste of resources, of time and money, and worst, I think that it has stuffed the progress of video games, to our own peril. Rather, he says that gameplay should be able to tell a story by itself and should be so compelling and engaging that the player by the very nature of playing the game is the story. He credits the recent Elder Scrolls: Skyrim for achieving that, and objects to games with the intent purpose of expressing a story or giving the player the designers narrative.

Jaffe blames movies for this recent shift. I think we kind of found ourselves seduced by the language of filmand we started to put the expectations of films on games we lost a lot of the fundamentals of what makes video games special.

You expect me to be angry right? To join the rest of the mob mentality currently riding at such angry speeds against Jaffe. Except, you should know who I am. Im the guy who writes every single week about how cinematic gameplay doesnt exist and how its destroying the industry, how player/protagonist dissonance is losing our mediums unique quality of interactivity and (more importantly) just how the modern story in video-games is wiping out gameplay itself. David Jaffe has been my favourite game developer for a long time, and a lot of his D.I.C.E talk is simply re-affirmation, but for once, I believe him to be utterly right in every single right.

This critique corner wont be aboutTwisted Metal, but it will use it as a framework for the argument Im setting out about the apparent story versus gameplay dilemma that faces modern game developers. See, it seems gamerkind as a whole wants better stories and emotional experiences likeRed Dead Redemption whichapparently revolutionize interactive storytelling according to many media outlets. Im not here to call anyone out but Rockstar Games in particular have gone from the kings of emergent gameplay to the killer of interactivity, thanks in large part to their reduction in interactive elements into a fine point of cinematic pastiche.

See, Jaffe nails it. Hes probably the only mainstream developer I can think of who is reflecting this change, this call for more interactivity. The market right now is aiming itself towards blockbuster rather than ludus florentis as it were. Developers have been suckered in and it seems gamerkind themselves are quite more than happy to have this intake of just the same old stuff.Red Dead Redemption is a powerful experience, no doubt at all about that, but it is not interactive storytelling. It is not an excellent video-game, and if its one our most treasured titles then something is clearly wrong with us as the apparent leaders of a new medium.

I have no problem with cinematic games.Uncharted 2 was my game of the year back in 2009, withoutBlade Runner influences thenHuman Revolution wouldnt be so fantastic and (quite frankly) I lap up Rockstar Games materials along with the likes ofAlan Wake. But theyre illusions, veneers masking that lacking feeling inside of us. Whereas we can connect emotionally to the protagonist, we cant connect emotionally to the situation at hand because its not happening tous. We dont feel the same compassion Marston has for his family because those are years and years of bonds put together. A game likeHalf-Life 2, however, builds the relationships to the player at the same time as Gordon Freeman meets these people. You feel a part of something, you dont feel like a participant but a player.

I have a feeling that this dissonance between player/protagonist combined with cinematic influences has been so well liked, so well received and in fact praised upon by journalists and gamerkind alike for one specific reason. We have been so psychologically trained that any new medium elements into our entertainment diet is confusing, scary or otherwise not worth pursuing or fighting for. Video-games are the first non-linear form of entertainment on the planet, and thats probably the most exciting artistic exploration of the last fifty years. David Jaffe understands this, he gets it, he knows the likes ofElder Scrolls are building player-weaved narratives, and he gets that gameplay should be able to stand on its fight. He gets it because itsright.

We have been conditioned as an audience to experience video-games in the same way we experience television or movies or a book. Were not used to playing anything, we are merely an audience rather than a player. Its a psychological underbelly to our very intake of media, but its not healthy. I can understand why youd cry atRed Dead Redemption but Id like you to cry even more, know what I mean? I read stories of people being wrapped up in Mass Effects characters so much that they cry if their team-mate falls in theMass Effect 2 suicide mission. Its not that uncommon, andMass Effect puts you in the role of Shepard rather than the character of Shepard. Its where your interaction matters, where gameplay is the story.

The article in question mentions the likes ofAssassins Creed andBastion, both fantastic games (Bastion being leagues ahead though), but they both share the same trait. Theyre not weaving their story into the gameplay, their mechanics arent an apt reflection of the world and the characters and the emotions and the story.Bastion actually succeeds to some extent but I believe the likes ofMass Effect to be leading the herd in this respect.Team Ico being the leaders on an international scale, though well have to see what they do withThe Last Guardian.

Its why I can understand why Jaffegate has occurred, why everywhere I go there are just hordes and hordes of flamers and outright immature angry little men screaming at this proclamation. That no! No! Dont take away our story! We love our story! Gameplay? Who cares about that! If its one thing I disagree with Jaffe on is the whole story versus gameplay conflict always existing, I think gameplay equals story and vice versa.Twisted Metal is a story about blowing cars up, and in the game you blow cars up. Simple as that. As a video-game, it tells a better story thanRed Dead Redemption does. Obviously, as a whole,Red Dead Redemption is just the better story.

But thats what story in the modern game does, it gives context for our gameplay. I cant help but feel this is probably one of the worst game design decisions that has been passed through generations. Shouldnt gameplay, interactivity itself, be a motivation for our gameplay? Its a video-game at the end of the day. I believe games to be a marriage of interactive and non-interactive elements, but not obtuse amounts of cutscenes and such. Im not necessarily suggesting empowerment being the key focus of interactivity in video-games, but just a drive to play rather than watch, be a player rather than an audience member. That sort of thing.

Perhaps Im waxing too strongly, perhaps Jaffegate really doesnt matter. Ive written books on both storytelling in video-games and video-game journalism, which is seriously inflating this bubble of hate way too far. I think Jaffe himself nails absolutely everything wrong with video-games today and, quite frankly, I wish there were more like him. I will never be a Jaffe, I will never be a great writer (maybe even not a half-good one) but I just wanted to spill some brainthoughts about this. Game critique corner usually dissects an element about an actual video-game but, today, I just wanted to criticize the industry and community in general.

I havent played the game yet though, I hear its kinda fun.

read more


Alan Wake: The revolution will not be televised
Nathsies | 4:11 PM on 02.11.2012 4 comments




I was honestly surprised by Alan Wake. I wasnt expecting to like the game, hell, on paper I should have despised it. A game about a guy who loses his girlfriend (sigh pre-determ do I need to go on?), cinematic and episodic experience, survival horror dressed in a third-person action suit (also see Dead Space2[1is also a culprit]). I should despise it. Its about as far away from interactivity you can get and, instead, I fell for it. I was truly sad to find out it didnt sell too well, but with a PC game and a XBLA spin-off on the horizon Im still kinda hopeful well get a sequel. With this all said, lets dig into why Alan Wakeis still what I said in my first few sentences.

The episodic format squeezes the best out of the pacing, you truly do lap it up. Its like chapters of a book, but instead, the books chapters are cut by travels into incredible music. Everything from Bowieto Poets of the Fallmakes it into these breaks and they really do relax and prepare youfor the next chapter. No other game does this. Half-Life 2s conversational bits help to ease down the tension and pulp out the pacing, but Alan Wakeis the only game to make you truly feel inside of an episodic experience.

But this is not revolutionary, the revolution will not betelevised, video-games are an interactive media. I utterly love the episodic format, and it worked incredibly well for the DLC plan they laid out. What I want, however, isnt some old-age pacing device but instead something fresh. Half-Life 2made me feel involved, but not a partof it. I think something like Mass Effectcan truly show how a pacing device can be interactive, literally relying on progressive relationships between player and crew member. Alan Wakedoes a great job with its old set of tools, and its a good game to study if youre looking to see how cinematic ways can be applied and still workquite well.

Except, cut-scenes have worked well havent they? Even I admit, Red Dead Redemptionwas one hell of an emotional ride. Except, it was all an illusion and I didnt really take anything away from it. Once you step back and look at video-games, you dont see a lot of game in most of them. Alan Wakedoes this too, and you can see the gaps where an interactive bit can slot in and do it even nicely. Red Dead Redemptionfell into the trap of Alan Wakewith the whole wife thing, pre-determined char yeah, but it went further into destroying all element of player choice. It does something like Alan Waketoo, work loosely within the episodic model, cut its acts into chapters. With music.

The song that plays when you enter Mexico, Far Away, drags you kicking and screaming into this beautiful landscape. Space Oddityplaying at the end of Alan Wakewas probably the most perfect song to end on in the history of mankind. Music as a punctual device has worked in so many games, Shatterand Super Meat Boy wouldnt be great without it, I fundamentally believe video-games to be a marriage of interactivity and non-interactivity. But, so far, developers and publishers alike have been pushing the model of old age techniques for new age media. Where interactivity could have a potent effect, a cutscene or a pre-determined relationship just gets the job done.

The revolution, for interactive media, will not come from cinematic techniques or swayings of cinematography. It will not be televised. It will come from gamerkind itself, a cry out for interactivity, and its happening. Tim Schafer showed recently that people wantthat inertia of point and click, the most basic of all interactive platforms. Yet, here we are, and Im still ranting about cinematic influences in video-games. I love Alan Wake, I love Red Dead Redemption(I say I dont but screw that guy!) but I love video-games even more. Theyve changed me into a better person, I owe it to them to make them a better medium.

Alan Wakeis a tremendously well paced experience and its morethan worth your time. If youre jumping on late in the game, do pick up the PC version. The XBLA spin-off thing will probably not make any sense at all if you havent played through the main narrative due to what Ive read up on so far. It has its flaws, it has its sins but it really is a solid experience. I enjoyed it tremendously, but it is an illusion at the end of the day. One big, well put together illusion. Think of these types of games as a magic show, one to be enjoyed and not to pick over and see how the trick was performed.

read more





get_post_tags(): arg must be post key