Rex Dickson, lead level designer at Kaos Studios has said that currently there is a bit of a “massacre fatigue” problem in gaming, and the way the studio solved this issue in Homefront, was by breaking up core combat every “two or three minutes,” with either “a story moment, a drama moment, spectacle moment or vista moment.”
Homefront writer, CJ Kershner, stops by Fantastic Neighborhood to talk about games writing, the fall of Kaos and THQ, working with Emmy award winner Tom Pelphry in mo-cap suits, and more.
Other topics include good character action games (DmC) versus bad character action games (Metal Gear Rising), the brilliance of XCOM, trusting furries in DayZ, and self-diagnosed Autism and hyperacuity,
Gaming Update's CM Boots-Faubert examines the reasons behind recent game studio closings, and find that the poor economy is not the primary culprit.
Amongst the noise and clutter that makes up the staggering volume of videogames journalism, I bring you five pieces whose quality and value makes it impossible to ignore.
The reason we write is to communicate meaning. These articles each either conveys a message about our gaming culture or it captures the essence of a game, or it is simply a masterpiece in gaming journalism. Join me every Monday morning for a brief tour in the best of videogames journalism from around the globe.
"Diablo 3 Swallows the Spider to Catch the Fly" - Great article and really clever headline. That was my favourite. Some nice reads there.
Thats why the indy scene is so important, to show them big-time publishing nutters out there that you can do something different and not have it be a flop. How about get all them R&B hiphop publishers out who use those stupid mathematical systems that don't work anyways, and just do something new...
creating a shooter isnt really taking a risk, unless you count the risk of releasing "another shooter" in a market that is full of them right now.