It's this day that I dread the most. The day a big, life-changing, epic new game comes out. Most hardcore gamers run to their stores-of-choice to grab their pre-orders, or eagerly await the UPS guy to show up with their launch day game -- wrapped in glorious yellow packaging and bubble wrap. I find myself right along with them. Until I get home.
I came back to my desk to find those yellow envelopes sitting on my desk. Batman: Arkham City and Battlefield 3 sitting, ready to be pop'd open and grind'd on all night. I toss them in my bag so I don't leave them here and count the hours as they get closer and closer to 5, wondering what will be played first. Considering where I used to be as a gamer, I am no where near as bad now as I once was.
|Rochard's ready to roll|
Mines can be dangerous places, a fact that gets amplified by about a kabillion when the infinite unknowns of space, zero gravity and giant, dragon-riding Smurfs get thrown into the mix. But when the proverbial space poop hits the fan (also worse in zero G), some hero always rises to the occasion, ready to clean up the mess and kick evil square in the junk, sending it spiraling into an ocean of stars.
In Rochard, that hero is the titular John Rochard, a loyal, heavy-set meteor miner who can bend gravity with the best of them. When the bad guys come knocking in this physics-based puzzle shooter, Rochard's the dude who answers the door.
Developed by Recoil Games, Rochard has players solving puzzles, toying with gravity and shooting bullets at an army of invading goons. Lead Designer Juhana "Hulu" Virtanen took some time out of his busy schedule to talk with Joystick Division about the recent release, revealing some extra back story tidbits, the complexities of designing physics-based puzzles, and the future of the series.More >>
|We've come a long way|
During the month of October, if I'm not watching some campy gore-fest, I'm likely diving into a video game geared at scaring poop into my pants. As a result, I decided to finally dive headlong into one of my tragically overlooked Gamecube titles, Eternal Darkness: Sanity's Requiem.
(Pauses to let the boos die down)
Eternal Darkness launched back in 2002. While I certainly enjoyed my time with the game, it also brought to light several changes in the gaming landscape that, until now, I've taken for granted.
Following are my lessons learned from battling madness to save the world in a game that's a decade old.More >>
|Looking bloody good|
Everyone's favorite wrist blade-wielding assassin has been in hiding since 2004's BloodRayne 2 and, along with pretty much everything else in the game, the developers decided to give the series' protagonist a fresh new look with its 2011 revamp.
According to WayForward's Creative Director and Betrayal Art Director Matt Bozon, the team had a distinct goal when setting out to design Rayne and her Gothic world of vampires and grotesque monstrosities. The look evolved a bit through development, but it ultimately stayed true to its dark, gritty roots.
The end result is something like a stylized moving comic book, making for one of the most eye-catching titles on the digital market to date.More >>
"Serious games have introduced a new lexicon," writes Aldrich. "They can be used, for instance, to develop conviction and competence, through the increased use of engagement, practice, emotion and richer content."More >>
|One final look at the E3 press conferences|
While a lack of surprise game announcements left me feeling a bit underwhelmed, it's hard to complain about a year highlighted by two new platforms and a boatload of ways to waste my time through the next 365 days.
Looking back over the three main press events, it's easy to see that some shined more brightly than others. No matter how you look at it, though, there's no denying that all three companies have a lot to offer gamers in the months ahead, even if what's on offer doesn't align with your own tastes.
Here's what I took away from each of the three main events.More >>