I'm an old school gamer, but I like to think I have an open mind. I like it when series reinvent themselves and I rarely object when a developer attempts a new aesthetic or visual style. I was there to applaud Konami's Guille...
[Talking to Women about Videogames is a series where Jonathan Holmes talks to different people who are women about the biggest videogame news of the week for some reason.]
The debate over the artistic merits (or lack thereof) of videogames has been going on for years. Every time I think it's over, it pops up again. The passion on either side of the argument never seems to die down, while those on the outskirts are just desperate to put the whole debate to rest. Any topic that leads to this kind of endless impassioned debate (and debate about the debate itself) must have some greater meaning.
I think that meaning can be found in the deeply contrasting perceptions found on each side of the argument. Talking to someone who doesn't think videogames are an art form can feel like talking to a Predator (the "Arnold Schwarzenegger hating" variety, not the "to catch a" variety). It's like their eyes just don't see the same world that mine sees. Where I see a face, or a sunset, they might see a random swirl of colors, or a bunch of amorphous blobs. That leads them to desperately try to convince me that there is a blob setting in the west, while I'm yelling at them about the breathtaking symphony of colors exploding in the sky right in front of us. We're both sure that what we're seeing is reality, and that schism between our two realities drives us nuts.
I've found the best way to deal with situations like these is to take on the differing perspective. From there, you can mentally team up with the person whom you're "arguing" with, and try to guide them over to your way of seeing. They may not ever share your perspective, but by engaging with them, you can at least share the same reality for a little bit, and that can only lead to good things. So let's take a look at why some people can't see that videogames are an art form, and help to get them on the right track!
Nintendo, always so close and yet so far. As the publisher makes baby steps toward the 21st Century by offering full digital versions of its retail games, president Satoru Iwata believes that the ethereal options will not pro...
I like beef, so I eat it sometimes. It's too much work for a lazy blogger go kill and roast an animal in the woods, so I'm glad that there's a place that shapes it into squares, then puts it on bread and cheese. It's called W...
Hey, guys! Remember when GameStop used to sell legacy games and hardware? Atari, Genesis, you name it. Those were the days, before the company began swallowing up the competition and ditched the retro wares in favor of almost exclusively cramming used copies of week-old releases down your throat. Wouldn't you like to go back to those simpler days? Fat chance.
GameStop has added the Retro Game Vault to its PowerUp Rewards program, giving you the option to use points accrued through in-store purchases towards titles from the SNES, Dreamcast, PlayStation, NES, and more. When you think about it, it's quite similar from Club Nintendo's downloadable games initiative. Wait a minute... no, it's not. Whereas Club Nintendo software is priced at a reasonable 100 or 150 points, easily earned after a couple of retail purchases, Retro Game Vault software is priced like that sh*t is gold.
You earn 10 points per dollar spent on new games and consoles, 20 points per dollar spent on used goods, and 20 points per dollar earned on trade-ins. So if you were to buy two used Xbox 360 games at $40 a pop, for example, you would earn 800 points. Sounds like a decent chunk of change, right? How many points does a random game like, say, Double Dragon cost? 32,500. Let me repeat that: 32,500. So in other words, if you were trying to maximize points earned, you would have to spend $1625 on used merch, trade in the equivalent value, or apply some combination thereof. What. The. Hell.
The PlayStation Move came to North America on September 17, 2010. In that time, I think I've used the peripheral maybe six times. This is said as a person whose job it is to own and use one of these things.
When the controller was first introduced, Sony made a big deal about how it could create richer, deeper experiences than we'd gotten on the Wii. Coupled with Sony's more "hardcore" focus, we seemed in line to receive the kind of motion-controlled games that had a real edge and innovation to them, rather than the waggling minigames the Wii has helped perpetuate so damn much.
So ... where are they? Where are these deep experiences? Why, over a year on from the peripheral's release, are we still getting proof-of-concept games instead of actual games?
Have you ever heard the word "no" before? When somebody says that word, it usually means they don't want something or would like an ongoing activity to stop. So for instance, when you notify me via Xbox Live t...
It has been nearly two months since Nintendo unveiled the 3DS Slide Pad Expansion (Circle Pad Pro in the West). Despite the initial cries of "Nubageddon," the fervor has since died down, allowing everyone to reflect upon the news with an open mind and clearer perspective. Some have concluded that this move is proof that the 3DS hardware was rushed to market, whereas others have dismissed it as just another peripheral that will soon join the ranks of the Super Scope, e-Reader, and Wii Balance Board.
I have drawn a completely different conclusion, however. In attempting to rationalize the absolute necessity of a second pad for Nintendo's latest handheld, I broadened my scope to include the very concept of the dual-stick controller. What has the second analog stick brought to the table? Why has it become a staple of console gaming? What gaming experiences would be impossible without it?
The truth is that I simply see no real justification for the Circle Pad Pro's existence. In fact, I believe the dual-stick controller is a stopgap that has overstayed its welcome.
We've already heard a lot from Pendleton Ward, creator of the hit show Adventure Time, about his interest in making a game based on the property. Up until now, I was excited about the prospect of an Adventure Time game. Now I...
I remember when the Western anime craze really started to boom in the late 90s. Not only did media distributors start licensing every single Japanese property under the sun, distinctly Western properties began to demonstrate greater and greater Japanese influences. It started when shows like Dexter's Laboratory would incorporate speed lines, giant robot battles, and kaiju monsters. Eventually, there was Teen Titans on television and Marvel Mangaverse in comics, which tried to more directly emulate Japanese art and animation.
This wasn't a one-way street, however. Powerpuff Girls Z was a Japanese adaptation of a Western cartoon which itself drew heavily from Japanese media. Currently, we've got Marvel Anime, four miniseries by Japanese animation studio Madhouse, based on Iron Man, Wolverine, X-Men, and Blade. Just as we are fascinated by foreign styles, likewise are they with ours. It's what explains the viability of the Kotobukiya Bishoujo line of figurines, which immortalize fictional female characters, including many Western comics icons like Wonder Woman and Phoenix.
Now, BioWare is working with Kotobukiya on a mold of Mass Effect's blue-skinned asari Liara T'Soni. Production images were shared on the company's Facebook page, but the over-3000 comments are less than receptive. Hit the jump for my further musings on this situation.
I am an idiot. Some of you are reading this now and your first thought is, "He finally admits it!" However, I have a specific reason for this self-deprecating opener. There was some part of me -- some naive, doe-eyed, expectant part of me -- that truly thought Nintendo was going to get its act together with the 3DS eShop.
For possibly demented reasons, when I heard that Nintendo intended to make serious strides with its digital offerings and give us something to make the 3DS a worthy download platform, I actually wanted to trust it. I wanted to think Nintendo knew what it was doing, had learned from its mistakes, and would kick righteous amounts of downloadable arse.
[To cutscene or not to cutscene? That is the question posed by Zwuh; not so much posed as answered vehemently. Want to see your own writing on the front page? Write something awesome and put it in the C Blogs. -- Kauza]
Portal 2 launched yesterday in a whirlwind of critical acclaim, but if you believe some of the fans out there, this game is the worst thing since anthrax was invented.
An army of bitter little fanboys has attacked the game via Metacritic's user reviews, with hundreds of negative summaries complaining about unbelievably inane sh*t. Many of them just seem upset that the game didn't release as early as they wanted it to. Others bitch about the downloadable co-op costume packs that appeared at launch.
Yet more are claiming that the game is overpriced and that the main campaign is only two to four hours long. That last complaint is a straight-up lie, but apparently that doesn't matter if a customer is really pissed off about some inconsequential nonsense.
I'd go so far as to agree that the DLC is silly, but that actually has nothing to do with the game itself, which is one of the best titles I've ever played (review coming soon). The campaign is six to eight hours long, and then there's co-op, which looks to add almost as much playtime.
As far as the ARG not unlocking Portal 2 early? Oh BOO HOO, you entitled, spoiled, pathetic little twats. Nobody promised anything.
The Entertainment Software Rating Board has just posted the ratings breakdown of games published in 2010. As you can see in the chart above, a little more than half of all games received the all-ages rating, while games rated...
[Note: We’re not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that they may not jibe with the opinions of Destructoid as a whole, ...
Crysis 2 is released on March 22, but if you've got a little time and even less scruples, you can play it right now. With almost depressing inevitability, an entire developer build of the game has been leaked online, allowing PC gamers early, free access to Crytek's latest eye-shagger. Killzone 3 was also recently leaked.
And this is why developers don't give a sh*t about PC gamers anymore, folks.
It's become increasingly hard to sit back and say that videogame piracy isn't as bad as people say when stuff like this happens. This past week, I suggested that software pirates are fine so long as they admit they're thieves and recognize the potential harm they're doing to the industry. The pirates in question got utterly offended, acting more outrageous than an innocent man would do if accused of a crime he didn't commit. Apparently, guilt makes you more indignant than innocence.
All I can think in response to that is ... how dare you act offended when you do stuff like this?