Recently, as I mentioned in an earlier post, I’ve been playing a lot of adventure games. This is fairly unusual for me — I stopped playing adventure games sometime in the mid nineties when they went out of style.
What brought them back for me, I think, was the new Sam and Max episodic content. They really do a pretty good job of bringing them up to today’s game design standards.
I think the main thing that adventure games of yesteryear had that stopped appealing to me has a lot to do with failing. I don’t just mean dying, because … Continue reading
I was just remembering yesterday how over the holidays I took my Wii home for my relatives to play. It really amazed me how easily they all, from my 5 year old cousin to my 60 year old aunt, picked it up.
Most of the time, when I brought my game systems with me, I’d get a lot of “Hey, can you turn that off.” Or when I’d ask if anyone wanted to play, I’d get “No thanks, it looks too complicated for me.” The only exception to this, before the Wii, was Guitar Hero.
So it really was a … Continue reading
Sometime last year I played a game called “Indigo Prophecy.” (If you haven’t played it, I highly recommend picking it up. I can vouch for the PS2 version, at least). The game had a number of really interesting mechanics about it that felt very good, but one in particular stuck in my mind, and I find that I’ve been pondering it a lot lately.
Essentially, there’s a part where you play as a character who is claustrophobic. The mission involves walking into a dimly-lit, very tight space — which obviously sets your character’s phobia off.
The interesting … Continue reading