Dark Souls Journal is a running series chronicling my experience in a blind playthrough* of Dark Souls *Blind playthough means I’m not consulting any external guides or tutorials for hints or tips about how to play the game. All I have is the game and its manual. Read previous entries in this series: Part 1 At first…
Mirror’s Edge hopes to answer the question: Can a shooter without guns be fun? The answer is yes: if you allow the player freedom of movement. Though the linear nature of the game can be a weakness, the setpiece moments are some of the most fun you’ll have in a video game.
My first time on the trail was a comedy of tragic events. At the first river crossing one of my party members drowned when my wagon tipped over in less than four feet of water. Tragic, but one less mouth to feed meant my food would last longer for the living travelers. People got sick. Limbs were broken. We got lost. There was fog. There were measles. Then a thief stole some of my oxen. And not just some of them, but most of them. As in, eight out of my ten. Who steals eight oxen?
I’ve had an epiphany. Doom 3 just isn’t a fun game. It’s a sad realization to make since various aspects of the game had so much potential. In the end, none of them really mattered because they just didn’t contribute to an enjoyable experience.
Dark Souls – A Journal is a running series chronicling my experience in a blind playthrough of Dark Souls
Why did I sign up for this? No, really: What did I get into? Or the more accurate question would be: Who got me into this? […] “Try it”, they said. “You’ll love it”, they said. Of course I’d heard of Dark Souls before, I just never had a reason to care.
If I’m completely honest, I’ll say that I have mixed feelings about X-Wing. On one hand, it was a landmark moment for Star Wars gaming. For the first time, gamers were given an experience that both included moments lifted directly from the Star Wars movies and added interesting background stories to what we already knew about. […] On the other hand, it’s nearly impossible to play X-Wing without without noticing just how much its sequels improved upon the game’s basic design. The basic framework and various parts are there, but without the details and more complex mechanics to tie everything together the experience feels a little too hollow.
But how is it that the various aspects of Doom managed to be cutting-edge in 1993 and yet not distractingly obsolete in 2016? In short, the game’s many components are finely designed with an elegant simplicity that manages to capture an essence of timelessness. What matters here is not so much the obvious age of the technology or gameplay mechanics that may seem basic when compared to modern titles; what matters is that Doom fully utilized the best tools of its time to create a cohesive whole that was complete in and of itself. Great visual design serves the whole rather than detracts from it, and that statement holds true no matter how old the design is.