DAMNLAG

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The Eclectic Perspective
  • Grand Theft Auto: Law Abiding Citizen

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    February 22nd 2010 7:12 PM
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    I had it up to here with Grand Theft Auto, what with its "violence" and "implied sex" and "overall fun." It's time that developers  make games that both deliver what gamers really want and provide a valuable service: a healthy and respectable concern for the law.
    Rockstar, if you're listening (and I know you are, since you're scouring the internet for ideas due to how BAD you're bleeding money), may I suggest to you a new kind of GTA experience: Grand Theft Auto: Law Abiding Citizen (not to be confused with the movie with the same name, the one with Jaime Foxx and Gerard Butler that no one saw).

    I know gamers are practically wetting their pants at the mere idea of a game that's so adamantly government-sanctioned, but once you hear my ideas, I suggest you take an Ambient so as to calm your nerves so you don't bombard your Congressmen's home with unabashed excitement.
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  • Organic levels and why we need them

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    February 10th 2010 10:07 AM
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    I humbly request that games have levels that don't look like levels.

    What am I talking about? Let's begin with an example. I have just finished playing Uncharted 1. I enjoyed it thoroughly, but one thing that I had minor issues with was how areas, defined by time, age, weather, and history, have somehow managed to deteriorate themselves into a platforming wonder for the athletically gifted. In other words; columns, balconies, walls, and rooftops have been strangely destroyed JUST ENOUGH to allow the player access to certain areas.
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  • How to Fix Video Game Enemies

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    January 23rd 2010 6:30 PM
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    In video games, there are so many enemies to kill. How come then, there are so many predictable patterns to do though? With the exception of Ninja Gaiden, battling through massive onslaughts of henchmen, mercenaries, demons, mini-bosses, level bosses, and final bosses that games throw out you have become a generic means to level up, rather than truly challenging experiences. You, as the hero, have the uncanny ability to be more accurate, faster, and more enduring than your enemies. Very rarely do you outsmart bad guys in today's games; rather you just out-shoot them, out-fight them, or out-stealth them.

    Sure, enemy AI is essentially dependent on the developer, which is why (among many reasons) multiplayer has taken off so strongly; real players are just smarter and more skilled. While the alternative may seem to be to make an ultra-realistic, one-shot-kill game with insanely talented adversaries (thus making said game impossible), there are numerous ways to even the playing field without resorting to altering the game's difficulty level.
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