Archive - Games

Feedback Loop: Many choices, or none, make a game.

May 09 Comments Off on Feedback Loop: Many choices, or none, make a game. Category: Feed, Games, Nightmare Mode

Is just one choice all it takes to turn a novel into a video game? Before you say yes, consider when a game is created out of many choices and when we are left with none.

Richard Eisenbeis looks at Katawa Shoujo in an April 24 Kotaku article. Eisenbeis holds up the dating sim/visual novel as proof that one choice is all it takes to turn a novel into a game. It is a shallow analysis and the implication that one can stick a choice in a novel and have a game is just false.

If we step away from the screen with only Eisenbeis’s assertion, we lose out on understanding what developers have to do to take a story and turn it interactive.

Creating a good game means understanding the times when a million choices create an interactive work and the instances where no choices are required.

The 5 worst things from Mass Effect 2

February 13 Comments Off on The 5 worst things from Mass Effect 2 Category: Feed, Games, Nightmare Mode

Mass Effect 2 did not deserve the highly positive response it received. The game is flawed at every level. Sadly, our love of its predecessor has blinded us to the ME2’s many problems. This post examines the five worst elements.

This is the final part of my four part series on the flaws of Mass Effect 2. The first post in the series was about the awful characters. The second examined the hellishly bad decisions in the game’s design. Part three enumerated 20 instances of terrible writing in Mass Effect 2.

These are the 5 worst things from Mass Effect 2.

5: All geth are good geth.

I would like to bring to your attention the codex entry for the geth from Mass Effect 1. Please note the last line:

“It should be stressed, however, that in all forms the geth are universally violent creatures.”

Let’s talk about why suddenly making the geth mostly good-guys in order to teach us a hackneyed lesson about sapience was a terrible idea.

20 terrible things from Mass Effect 2: the flawed writing

February 05 Comments Off on 20 terrible things from Mass Effect 2: the flawed writing Category: Feed, Games, Nightmare Mode

No matter how many 100s Mass Effect 2 received from the gaming press, it was a deeply flawed game. This post examines the abominable writing.

To prepare for the release of the demo for Mass Effect 3, I’m revisiting Mass Effect 2 in a four part series. Let’s examine 20 instances of the terrible writing in Mass Effect 2. The series will then conclude with the five worst elements of the game.

20: Don’t invent a lame excuse to take away all my stuff.

I think the only reason they killed you in the beginning was so they’d have an excuse not to transfer over your items. Being killed off and coming back to life doesn’t seem to have had any real impact past the first 30 minutes of the story. You don’t struggle with the existential crisis that should come with having been dead for two years and come back. You don’t spend more than perhaps a line or two on thoughts about the afterlife.

You were dead, then you “got better.” This should be a major plot point, in Shepard’s character arc in ME2. At the very least, there should have been more questions about the process.

Instead Shepard walks through the game like an unthinking automaton, stumbling around the edge of this enormous plot hole. They missed an amazing storytelling opportunity.

Shepard’s death in ME2 also negates anything you might have accomplished with multiple play-throughs on the same character in the first game.

As a result, Shepard’s death and unexplained recovery seem only to be an excuse to take away your stuff.

I liked my stuff.

10 terrible things from Mass Effect 2: game design hell

February 04 Comments Off on 10 terrible things from Mass Effect 2: game design hell Category: Feed, Games, Nightmare Mode

What makes a game good? It has to have the whole package. Sadly, Mass Effect 2 lacks in every category and the game’s design is no exception.

With Mass Effect 3’s demo coming out in less than a week, I’m revisiting Mass Effect 2 in a four part series. This second post takes a look at some of the awful choices made in the construction of the game and its mechanics. We’ll follow up with a post examining the writing and concluding with the five worst elements of Mass Effect 2.

10: Waking up in a room and fighting a bunch of robots.

So, you wake up in a room with no memory beyond the brief interactive cut-scene that failed to explain how you survived falling from orbit. Then you get the standard new game walk-through, which involves fighting a bunch of personality-free robots that have, unsurprisingly, gone rogue.

Why is there absolutely no value in the beginning of the game?