Hiatus
I haven’t been very good lately. Left my project untouched for a couple of months. I hit a road block on my entity building, and my brain froze. That and I had some games to go through.
Prince of Persia: Pretty good, most critics say is far too easy, I say is fluid. I really liked the experience. The Epilogue bit has all the nagging issues of the old Prince of Persia Games that made them frustrating. It’s almost like they tried to make up for the fact that the game was “too” user friendly. The part that I liked. Specially after playing the nearly pixel perfect jumping and thoroughly convoluted experience that is Mirror’s Edge. Don’t get me wrong, it’s a great design and with lot’s of production value but it keeps forgetting why did it came to this world, and what the fun part of the game is “free running”. It’s almost like someone that wasn’t working directly on the project gone and said… hmm… you need more combat, more enemies, there isn’t enough frustration in the game.
Dead Space: I decided that I had “cojones” and chose to play it on Hard from the start, just like I did with Gears of War 2, Halo 3, Bioshock and some other FPS. Damn! Dead Space is hard. Hard and scary, Yatzee forgive me but he is probably suffered from horror desensitization or something. This game scares the crap out of me and I found myself too stressed out to carry on playing. When I come back I will probably put the difficult down… maybe…I want those extra achievements.
And that brings me to the last one, which probably should require a post of it’s own.
Banjo-Kazooie: Nuts & Bolts by my fellow colleagues at Rare: God what a fantastic game! Though you really need to spend more than five hours on it to start enjoying it. It is a meta-linguistic-piece-of-art-of-a-game if ever there was one.
“Hero Klungo Sssavesss Teh World” is the work of a genius.
I know the whole “Are games art?” malarkey depends on a very subjective point of view, and what is your personal conception of art, and blah, blah, blah... and for most it’s not even worth discussing, but in my opinion, that little “fake” 8-bit platformer touches so many subjects with such subtlety that it can’t be just out of pure luck, it’s true genius. It’s like the game is an very tongue-in-cheek interactive statement about everything that was wrong with pixel-perfect platformers, while touching subjects of game programming, art, design, production, and the whole game development process. It may be that you may need to be a hardcore gamer or actually work in the games industry to get the humour of it. It’s a piece of art directed to a niche, but a piece of art nonetheless.












0 Comments:
Post a Comment
<< Home