So Diablo 3 is out. If you're looking for screenshots and media and other fancy-schmancy malarkey, you can just google it. I'm about to just...talk.
It's got a lot of good things going for it. It looks great, runs smoothly, has a friendly, accessible inventory and hotkey scheme, and delivers dastardly satisfying combat feedback. When you click, things go boom.
On top of all this is an overwhelming amount of lore, backstory, sidestory, journal padding, and platinum-pantied voice acting surrounded by increasingly verisimilitudinous visual fidelity so much so that if you had a big enough screen, it'd easily take over your waking world. Boom!
Games Journalism is a necessary evil, as regarded by gaming vets. We all know the score, they're out to sell more copies, get more hits, and make more of the almighty dollarinos. This means they've always got ulterior motives: unbalanced reviews, fawning editorials, and of course page-crushing interactive and flash-based advertisements.Games Journalism, what is it good for?
But the sad truth is that the emphasis of the phrase is not the "evil" but rather the "necessary": we all need somebody to fish out that ocean for us from time to time. It operates on the same principle as the good ol' fashioned industry it's fathered by. Without it, we'd either be stuck following only what we know and referred from place to place by one samey individual to the next, or worse be completely devoid of contact with human life and degenerate into HG Wellsian troglodytism.
Is there a middle ground to be had? Recent coverage of Deus Ex: Human Revolution may have the answer.
The entirety of this blog has been dedicated to gaming. Some
of it is dedicated to the industry, some of it is dedicated to criticism, and
the majority of it has been dedicated to game review. However, this most
dominant of things is actually the thing that I loathe and love the most.
Games review is inherently subjective. It’s also largely
used as a compass, and in this sense it is viewed as an objective tool with
which one can guide him or herself to their desired gaming destination. In this
light it’s easy to see why the ambivalence exists, and so strongly: who really
knows where they want to end up, and how many of those people actually know how
to get there? And yet therein is my implied task: to guide and direct the flow
They say heartbreak is the best inspiration. This is heartbreak inspiration
There’s been a stray around our house for the past few days.
The first couple of days we fed it food…bad idea. But it’s hard to say no to a
stray sometimes, especially when they end up in your own backyard. But it got
the crazy idea in its head that it isn’t a stray. It loves people. Whenever we
step outside it immediately starts to rub on our legs and try to be petted. But
it isn’t just trying to scratch for fleas. I know because it otherwise sits
around and can’t be bothered. But once we show it some attention, it’s clear
she just wants to be loved.
This is a personal piece I submitted to another site, but was rejected due to "style" issues. So I thought "well that blows" but then realized I have my own blog where I publish stuff all the time, on which I'm the style nazi, and in which I can choose to publish what I choose. So I'm publishing it here.
I’ve been busy as of late, and every
time I get busy I make other people do this kind of charity work that I do for
you for me. Is that confusing? It should be, because stuff like this should
never have to happen, but dammit, here we are, aren’t we? Life sucks,
Anyway, I’ve never played Final Fantasy
XIII, but I have friends with whom I’ve talked long and hard about it and by
their kind hearts and wretched opinions, I feel strongly averse to it. Averse
enough to publish a review that essentially tears it apart and really talks
about why it’s so terrible. Also, I can’t say no to free material. Unless it’s
from you, so no, don’t ask me to publish your stuff. Well, only sometimes. I have
to read it first.
Anyway, here it is.
Fantasy Episode XIII: A Ridonkulously Long Review
I just ran across this piece on Unwinnable about the game Creatures, something of akin to an ant farm simulator/behavioral modeling machine. The game has no true goal, but its mechanics are incredibly complex. The purpose of the game was to recreate the phenomenon of life in a basic, algorithmic form such that the beings within could run their course from birth to death, all while allowing the player to influence their actions both directly (by giving them direct orders) and indirectly (by way of providing materials and some pavlovian operant conditioning).
Fun is really hard work most of the time. Real Life
necessitates it: a night of heavy drinking is always accompanied by a terrible
hangover no matter how good of a time you had that night, unless you take the
necessary precautions and eat adequate amounts of food and space your drinks
out by the hour with glasses of water (but it’s likely that if you had a good
time, you were too busy doing that and not drinking glasses of water). Blowing
up an old CRT monitor 10 miles from the highway in the middle of Death Valley by
stuffing it with 20lbs of Tannerite binary exploding targets and firing a
large-caliber rifle at it necessitates being 10 miles away from the highway in
the middle of Death Valley to prevent the possibility of stray fragments
landing in populated areas or roadways. Having fun, good, explosive,
regrettable, coyote ugly-style fun, is annoyingly burdensome.