The original Far Cry is essentially Predator: The Video Game. But instead of playing the part of a freaky outer-space alien hunting Army jocks, you’re a freaky Hawaiian shirt-clad jock hunting other mercenary jocks.
In most games that involve shooting, the gun you start out with is the one you can’t wait to get rid of. This lowly weapon seems to exist only in order to make you appreciate the weapons you’ll get later. Occasionally, a starting weapon will contain some characteristic that renders it useful throughout the entire game. Kyle Katarn’s Modified Bryar Pistol from the Dark Forces series contains just those characteristics.
Blowing stuff up in video games makes me happy. To put it another more controversial way, I enjoy the virtual violence in video games. This revelation came to me about the same time I noticed I’d spent fifty-three hours in id Software’s best shooter, RAGE. Fifty-three hours is a significant amount of time to devote…
After mulling it over for several hours I finally made the realization that the real failure of Battlefront isn’t how it looks, or how it plays: it’s how much I care about what’s going on. Yes, these are spectacular battles rendered with craftsmanship and fidelity never before seen in a Star Wars game, but I just have no reason to care about any of it. […] Having said all that, I’ll buy the game the next time it’s on sale for $20 or less.
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.
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.
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.