GameZone writes: "'One of our goals from the very start was to make sure that the player was never in the same sort of environment for more than one hour at a time and that a major thematic change occurred every three hours.'
There are a lot of shooters in the world – too many, perhaps. Many try to copy (PR lingo: "re-create") the experience of Halo or Gears of War. But what we end up with as gamers, and overall as an industry, is less of a reason to be excited when a new shooter is announced.
That's why it's so refreshing to see a game like Damnation, which, if nothing else, aims to impress gamers on a different level. Wanting to know exactly what that level might be – and find out what this "shooter gone vertical" hype is all about – GameZone turned to Jacob Minkoff, Damnation's Lead Designer and Katie McNamara, PA/PR."
We don’t finish it, but we’re finished with it.
We feel pretty damned in this steampunk shooter.
This Week on Digital Fiasco: Gearing up for PSX 2016, Duke Nukem (Who wants some?), Nintendo quashes VGA nominations for fan games, Square-Enix hates sharing. Also we take No Man’s Sky down to the Foundation, and talk about the new 1.1 patch and the end of Sean Murray’s long silence, but first, we discuss being buried under our backlogs on Black Friday. All of that and more on this episode of Digital Fiasco.