Guacamelee's combat feel different that of other beat'em up games I've played.
Elsewhere, combat seems like it's about rhythms, about getting in sync with the enemy, about learning the right times to attack and when to counter or dodge. Or they're about button mashing, or combo memorization, or pattern recognition.
Guacamelee (2013) has some of that, all of that, certainly. But it asks something different of you, I think, than games like Devil May Cry, Prince of Persia: The Sands of Time, Castle Crashers, Dark Souls, the Batman: Arkham games, or older beat'em ups like Double Dragon or that Simpsons arcade game. It's more active. More dynamic. Like I said, different.
September 15, 2015
September 1, 2015
Footsteps to Follow: On Brothers: a Tale of Two Sons and Ico
Imagine you are the younger of two brothers. You will not get to forge your own path through childhood, because there will always be an elder sibling that came before you. Your parents and your teachers will always look at the two of you, and they won't be able to help but compare. Your own decisions will be flavored by the choices your older brother made before you, and at every turn, there will come a question: will you emulate, or differentiate? Will you invite the comparison or run in the opposite direction?
Brothers: a Tale of Two Sons is a story about two brothers, trying to find a cure for their ailing father. And it is a game, one that is consciously trying to follow in the footsteps of an earlier game, Ico. The shadow Ico casts is long: it is considered a classic, a game that pushed the medium in new directions upon its release in 2001 by Sony Computer Entertainment. Developed by Fumito Ueda and team ICO in Japan, Ico is a name that is likely to come up when you try to discuss Games as Art, for its style, for its storytelling, for its innovation, and for its imagination. Brothers, released 12 years later, developed on a different continent by Swedish developer Starbreeze Studios, and directed by filmmaker Josef Fares, embraces the influences of Ico proudly and eagerly, and because of that you can't help but compare the two as you play through it. (here's a link to an interview where Fares says Ico influenced his game: Shack News - Brothers: A Tale of Two Sons creator talks inspiration and a grander world)
August 18, 2015
When No One's Watching: On Dishonored (2012)
A view from high above in Dishonored |
March 19, 2015
(Not) Seeing the World Through a Mini-map - On Mini-maps in Sleeping Dogs, Grand Theft Auto, and Metal Gear Solid
Metal Gear Solid's Radar |
Minimaps are a user interface component that have become especially prevalent with the advent of open world games in the past decade and a half or so. Given large maps which players can easily get lost in, a large number of collectables, enemies that can come from any direction, and multiple missions you can start at a time, there needs to be some way to convey to the player a lot of spatial information. Mini-maps are a fine tool for this. But they don’t always completely fix all these problems, and sometimes, they can introduce new ones, especially if you’re just using them because everyone else is, without thinking through how they’re being integrated into the game at large. Like, for example, in GTA IV.
February 12, 2015
More Songs! Neutral Milk Hotel, Oceansize, Sunny Day Real Estate
These are some of the songs I would've been listening to maybe five years ago, in the fall while walking outside.
Neutral Milk Hotel - In the Aeroplane Over The Sea
February 9, 2015
Medium Expectations: On Gome Home (2013)
Sam's bedroom |
November 7, 2013
AJAX, States, and Pushstate()
AJAX stands for Asynchronous Javascript
and XML. Many popular websites make use of AJAX, for example Google
and Twitter. To understand why it's being used, we have to
understand how the traditional World Wide Web was meant to be built.
The web was intended to work like this: you use a web browser
application (eg. Internet Explorer, Chrome, Firefox, Safari) on your
computer to visit a web page, by giving the browser that page's URL
address (eg. http://www.google.com). The browser, or client,
connects to a web server via the internet and requests that web page,
which is merely a text file, specifically an HTML file. That server
serves that file back to the client browser, and the browser displays
that page, also requesting any additional files such as images needed
to completely display that page. You can then click on a hyperlink
to visit another web page, and your browser goes and connects to
whatever web server is that file is stored on to get that page. But
as the web has matured, websites have gotten more complicated,
bigger, and more visual, and the basic HTML web model has become
obsolete. We moved from mostly text-based pages to websites
consisting of many web pages, all with consistent visual elements
(eg. logo in the top left, a navigational menu along the top or side,
a footer) which are there to make the web more user friendly. We've
also developed new technologies, like CSS, Javascript, and PHP, to
supplement our basic HTML websites, and one of these technologies is
AJAX.
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