Some thoughts on the interesting but frequently stupid Remember Me.
Remember Me: Come for the Combat, Check Out for the "Subtle" Profundity of the Amnesiac
Some thoughts on the interesting but frequently stupid Remember Me.
Remember Me: Come for the Combat, Check Out for the "Subtle" Profundity of the Amnesiac
Some brief thoughts on pacing, time commitment, and video games, as opposed to other media.
The double bind of the HUD: it seems artificial, yet its existence in many games represents information necessary to believe in the drama of the game.
Danger, Romance, Adventure and the Health Bar, or How I Learned to Love the HUD
So, I saw Man of Steel. It's so-so. The main problem, I think, is that Superman and Lois Lane just don't have enough personality to care too much about. The female Phantom Zone villain is pretty fun at times, though.
Supes hasn't had much luck in video games either, and today I considered a few reasons why, which mostly have to do, of course, with his omnipotence and omnibenevolence. I consider whether or not either of them leads to mechanics that can make a game that might actually be fun to play. Superman might just be "anti-fun."
The indie scene continues to be where it's at these days. I want my games faster, more challenging, and different. Monaco's aesthetics are cool, and it's gameplay grows on you nearly as quickly, especially the multiplayer.
While I have become more and more a glutton for punishment over the years, enjoying games that make me play more and more perfectly in order to survive, the interesting thing about Monaco is how mistakes become the best parts of the game.
Bad situations in this game and silly mistakes turn into events that are a pleasure to solve. Your or another player's error redefines the objectives of any given level as you have to figure out how to improvise to make that well planned heist -- that just fell apart somehow -- get back on track again.
Moving Pixels Podcast: Monaco, Neon Noir Heists and the Pleasures of Making Mistakes