I have a new page up under the Reviews tab where I will be noting games I’ve played in 2015 to completion, close to, or ones worth noting in either a good or bad way. Each will be accompanied by a tiny blurb about my experience with a game. It will be my way of keeping track of games this year while also doing “reviews” of each in some way without losing interest and time in writing a huge blog about each. I hope someone besides me finds it helpful.
Naughty Dog’s most amazing art, the demonstration of how incredible of a medium games are, is compiled into one crazy set that feels as if the package was handcrafted by Dark Horse.
I searched for this awesome book for several months after learning about its existence. I had given up on trying to find one that didn’t consist of a crazy ebay listing, and due to the fact they’re limited print, I just went and purchased the regular edition. However, while at NYCC 2014, a friend of mine had requested we stop by Dark Horse’s booth to look for something of interest for him. They didn’t have what he was looking for, but just out of the corner of my eye as we walked away, I noticed a really cool looking Final Fantasy art book. I immediately jumped to it, and hidden just to the left of it, was this epic box. I cried out loud like a little girl, I kid you not. Everyone looked at me, and the Dark Horse rep laughed as I lifted the last copy off the shelf.
I am extremely happy with The Art of Naughty Dog.
So GDC 2014 starts this Monday and as much as I want to go, I only went last year to shoot for an awesome internship. The people, the booths, the information were all great but its hard to justify the cost to get down there right now especially now that I do have an awesome internship at Ubisoft.
But something hilarious happened today in relation to GDC and, to some it might not be a big deal, but to me its just… WOW the coincidence. And its just so inspiring and now if I truly had the money, I’d jump right back on the plane to GDC again.
Here is about 1-2 hours of reading that is a smorgasbord of amazing behind-the-scenes for the design of Crash Bandicoot.
There is something here for everyone. Whether you’re into design, art, management, programming, or just want to hear about what its like going up against Miyamoto head-to-head and having him play your game at E3.
Hilarity ensues throughout the entire thing.
As a programmer, you may be particularly privy to Andy’s custom LISP language GOOL (and GOAL used for Jak/Daxter) at Part 9. If you’re not into technical stuff like how these guys helped pioneer the first ever genre of 3D adventure games and their technical limitations, you might want to avoid most of the stuff in the first 3 parts but even artists should pay attention.
So I’m floored by the next gen hardware. Things like live streaming, and fast responsiveness are really cool and dandy in my opinion. Super awesome gfx and cloud AI generation is cool and what not.
But what changes the game experience? What really introduces new mechanics that really push the envelope?
Recently I’ve noticed some people who have played Bioshock Infinite and have commented that they don’t enjoy the combat. Whether it be because vigors aren’t as deep or as varied as plasmids were or that there aren’t any epic Big Daddy fights, there is a lot of dismay about the combat between fans.
These are completely legitimate complaints in my opinion. However, there have been some responses to Infinite’s gameplay that there is an issue with the violence and the moral reasoning behind it (Or more precisely, the lack thereof). I want to address some of these concerns.