Dec 07


In the bigger picture, it’s pretty insignificant, but one of the most thought-provoking things about Uncharted 3, to me, was the chandelier on the pirate ship.

I have to imagine a large-ish group of people spent a great deal of time creating the thing, from visual design to how it’d actually function in gameplay. Their time and effort certainly paid off, as the final product looks beautiful and makes for a thrilling, memorable set piece — maybe it’s not a definitive “trailer moment,” like the cargo plane, or the crashed train from Uncharted 2, but it delivers nonetheless.

Still, though the time you spend with the chandelier is awe-inspiring, it’s also fleeting — all in all, you spend maybe 20 to 30 seconds interacting with it (a bit longer, I suppose, if you die in the process). The chandelier is an exhilarating action moment, but it blends right into the background in a game defined by a constant stream of exhilarating action moments.

Am I trying to say that the developers’ hard work is cheapened or stripped of meaning because of this? No, I don’t think that’s quite it. It certainly highlights how overwhelming today’s world of video game development is, especially compared to that of a few years ago, but that hardly needs saying.

For me, it brings to mind that one scene in the Disney Atlantis movie where they come across this ancient pillar, about which the main character’s all like “wow, this must have taken x years to build!” And the demolitions guy just blows it up, and quips, “I made a bridge, took me what, like five seconds?” Is that really relevant? Well, a little bit. You could realistically argue that Nathan Drake spends the bulk of three video games (maybe more, I haven’t played the PSP/Vita spinoffs) being that demolitions guy — and in a way, you, the player, are that same guy. “That game that (maybe) hundreds of talented people spent months stressing over to ensure it’d turn out just right, and achieve what it set out to do? Yeah, I played it. It was all right, I guess. Hey, did you pre-order Watch Dogs yet?”

Dec 02

Fighting Game Plot A: Evil person/thing hosts fighting tournament; fighting ensues.

As seen in: Street Fighter, Tekken, King of Fighters, Mortal Kombat

Fighting Game Plot B: Several bizarre and/or super-powered individuals happen to be in the same small vicinity or drawn to a common goal (possibly winning a fighting tournament); fighting ensues.

As seen in: Guilty Gear, Melty Blood, Arcana Heart, BlazBlue, Super Smash Bros.

Fighting Game Plot C: Hard to say, as whatever it is makes absolutely no sense under scrutiny, but fortunately, no one playing it really cares.

As seen in: All of the above, plus every fighting game ever

Nov 15


Nov 11

FTL: Faster Than Light Advanced Edition →

Excellent! I can’t wait to spectacularly fail to cross the galaxy, thus meeting a gruesome end from catastrophic explosions and oxygen deprivation. Continue to do so, I mean.

Nov 10



Nintendo Power #43, December 1992 - The Death of Ganon!

Follow oldgamemags on Tumblr for more awesome scans from yesteryear!

The comics were always my favorite part.

Nov 07


Kill Yourself Repeatedly To The Tune Of Chaos In Extreme Exorcism

I’m astounded by the cleverness of this deceptively-simple game. Many times while playing, I got hit and cursed at my killer to vent — my anger quickly faded when it dawned on me that I was cursing at myself.

I’m not sure how it would work, but a multiplayer version of this could potentially be super insane.

Oct 27
Oct 26
Oct 25
Oct 17


After reading what everyone had to say, not only am I still not interested in playing a Pokemon game, but I’m even more convinced than I was before. I thought maybe my impressions of the series were skewed, or I wasn’t being fair, but now having heard all the same things I thought I wouldn’t like about it used touted as selling points by fans, I’m pretty comfortable staying away. Some of you had interesting points, and a few things that could intrigue me, if they weren’t so completely overshadowed by everything else I’ve ever heard. Below is an (admittedly edited) sample of some of the things y’all said that, just so you know for the future, will never make me want to play a game.

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I agree that many of these are terrible reasons to play or enjoy a video game, but the comments about competitive/min-maxing/etc. play raise an interesting point about Pokemon’s flexibility. I feel like EV training, breeding, and so forth suck the fun out of the game, and only emphasize its worst quality, i.e. its repetitiveness, but I think it’s cool that there are mechanics in place to allow it without actively encouraging the player to do it. If players want to min-max and compete, they’re free to, but if they don’t, they’re not in any way punished or handicapped for it (unless they decide to try playing against people, which is a whole ‘nother can of worms). While it’s not itself a reason to play the game, necessarily, I think it makes for an interesting distinction compared to other JRPGs.