Something became pretty clear a few minutes into a demonstration of the upcoming zombie action game Dead Rising 3 at Microsoft’s E3 press conference: videogame violence is becoming increasingly disturbing. The game, a sequel to two titles in which the player uses makeshift weapons to fight through hordes of the walking dead, was used as a showcase of Microsoft’s next generation console, Xbox One, and its enhanced graphical capabilities. The new console (and its counterpart, Sony’s PlayStation 4) will be able to render environments and characters in high fidelity, offering players a greater level of realism than ever before.
The next generation of consoles will also, of course, be able to render the blood and guts common to many mainstream games in incredible detail. This, if my lurching stomach during the Dead Rising 3 demonstration is any indication, may not be such a great thing.
Continue reading Violence and the Next Console Generation →
I’ve been playing fighting games competitively for about 3 years now+; I started with Street Fighter 4, and have moved on into Skullgirls. I’ve played hours and hours of the SF4 series. I’ve gone to local tournaments, and even a major. I’ve gone on forums, argued about tiers and techniques, and spent still more time in practice mode refining and discovering my technique.
I’m not a very big fan of the Street Fighter 4 series.
Put simply, God Hand is the reason I stopped liking videogames. But that doesn’t even come close to reaching my editor’s Demanded Word Count™!
A Big Thing with videogames these days is difficulty. Difficulty is an especially poorly explored topic, because most videogame critics and designers+ suck at videogames++, and ESPECIALLY at videogames that have Actual Difficulty. Actual Difficulty is a unique beast; it doesn’t rely on memorization, or on setting you back far from where you were+++. It relies on intricate patterns, robust interactions, and strong knowledge of the underlying system mechanics. Actual Difficulty arises solely from strong design, constant testing, and the type of genius that only years of experience can create.
God Hand has more Actual Difficulty in the first level than most designers can fit into their entire game, and all of it comes from constantly varied scenarios that require a mastery of the absurdly robust combat engine Clover Studios birthed.
Continue reading The Word of God Hand →