The lights are on
Veteran Member - Level 13
I walked into the conference room this afternoon to an alarming sight: Nick swaying and gyrating like an idiot as he played Tony Hawk: Ride. Not only did he look stupid, his frustration and anger were causing him to swear up a storm. Before he noticed I was there, I grabbed my notebook and started jotting down his incredulous and fury-laden curses.
Okay, so I have a co-worker. Her name is Meagan. She's very nice. You’ve probably seen her around this site. I learned something new about Meagan today: She is terrible at pranks. Like, really, really terrible.
scores almost always generate controversy...or at least mild outrage.
Whether a reviewer heaps hate on your favorite franchise (probably
Sonic), or loves a game you think is unplayable, at some point you have
probably taken issue with a review score. However, there is one number
on our scale that has proven more controversial than all the rest: 10.
I reviewed Valkyria Chronicles when it came out in November 2008. I gave it a score of 8.5 (which I consider a very good score), but there was a problem: In a crowded holiday season full of games like Fable II, Resistance 2, LittleBigPlanet, Fallout 3, Guitar Hero World Tour, and Gears of War 2 (all reviewed in the same issue as Valkyria Chronicles), a quirky PS3 exclusive strategy game was easy for many gamers to overlook.
If you've read Game Informer magazine, odds are good that you've seen the Dear GI section, where we respond to reader letters with varying degrees of information and sass. What you don't know, however, is that every email that gets sent to Dear GI lands directly in my inbox. There is no way that we could possibly respond to every letter in the magazine, but I'll make an effort to answer some of the questions that don't make the cut right here on my blog.
It may have started in RPGs, but one of the big features publishers and developers like to tout in games of any genre is a morality system. There was a time (back in the days of the first KOTOR) where the option to resolve situations in blatantly good or evil ways was enough for me to feel a connection with my character and a sense of agency within the game world. However, as the years go by, this approach is showing its age.