Commentary

In Real Life

If We Had DLC A Decade Ago

11:30AM May 12, 2010 | Owen Good

Actually, we did. They were called “unlockables” and, after playing the game a lot, you got them for free. Seen via Reddit.


Taking Games’ Commentary Beyond Repeat Performances

6:00AM April 11, 2010 | Owen Good

Even if your wideout didn’t see that linebacker coiled up between the hashmarks in Madden, ready to hit him like a lifetime supply of bad news, anyone who’s played the game can quote from memory what comes next. More »


Uncategorized

You Should Relax About BioShock 2, No Freak Outs!

6:00PM February 4, 2010 | Brian Ashcraft

BioShock was designed by Ken Levine and developed by 2K Boston. BioShock 2 is not. Levine is not working on the game. But should you be worried? More »


News

This Is Exactly Why I Hate Peripherals

6:00PM February 3, 2010 | Brian Ashcraft

They are gaming’s extras. The add-ons. The bits that are outside the core elements. And I hate them. More »


In Real Life

Fallout 3 Getting Community Commentary

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2:00PM October 16, 2009 | David Wildgoose

Like all Morrowind and Oblivion before it, Fallout 3 has a thriving mod community. While most mods add new quests, weapons and textures, or tweak the gameplay, one mod project is looking to add audio commentaries to the game. More »


Uncategorized

War for Profit in MGS4

2:00AM June 9, 2008 | Owen Good

Plenty of high praise has flowed to Metal Gear Solid 4, but N’Gai Croal offers a different take in his latest posting over on Level Up. The game, like others, makes timely use of Private Military Corporations (read: mercenaries) to create an environment players want to explore and a story they want to advance. But MGS4′s true point lies in its “war economy”, which governs or responds to the choices made by players.

Any game must “radically simplify complex systems”, and MGS4′s gun-launderer character, and fluctuating price of unlockable weapons and equipment does just that as a representation of a mercenary economy. And that, N’Gai reasons, makes a statement about the inherent amorality of war fought for profit just as much as cutscene dialogue, no matter how well written, where gamers are most conditioned to look for what was on the game creator’s mind.

That’s not to say MGS4 now goes into a pantheon of great allegorical commentaries on war and greed. It’s a video game, so whatever message comes out is necessarily refracted through your experience of playing it. And it is a hell of a lot of fun. But N’Gai’s point is that the “war economy” with which you, as Snake, must do business make it thought provoking, in addition to being an entertaining game at the top of its genre.

I Need a Hero, for Hire [Level Up]

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