Author Archives: Fernando Cordeiro

TanookiGoomba-SM3DL

This article is about niches. Why? It all started when I wrote this. Basically, all it said was that DLC should be all-pervasive, for although it is not the most inclusive distribution model there is, it certainly makes more sense than the dominant model. When we talk about inclusive distribution models, we are basically talking about including niches, or rather targetting specific segments of the market, with specific desires – the desire of riding a horse with shining armor, for instance – that weren’t being targetted before exactly because their tastes were so peculiar of their own.

But then I discovered I actually wrote about the coming of the Ragnarok.

Well, apart from destroying society as we know it, I actually spent time looking through the responses the article got. Many were concerned with the thought of publishers using the powers of DLC for evil (because evil they are, right?), littering the videogame market with unsellable crap or breaking up games to the point where buying a single DLC wouldn’t make any sense anymore as the DLC would be so fragmented it wouldn’t work on its own. Those all seemed like some of the very worst business decisions for any executive to make. …

Read More from A Game For Your Every (and Darkest) Desires: The Rise of Long Tale

mario galaxy 2

SUPER MARIO GALAXY 2 is a videogame developed and published by Nintendo for the Nintendo Wii. It was directed by KOICHI HAYASHIDA.

I’ve played Super Mario Galaxy 2 from start to finish. That was probably the mistake, as the more you play this game, the less you like it – and I believe the optimal stopping point would be somewhere before World 5. By the time the game opens up its Second Quest, where you must collect 114 Green Stars, my enjoyment of the game had already become a downwards slide towards an endless abyss.

This is not, like Tom has suggested, a good game whose main flaw is being too “artificially perfect”. Super Mario Galaxy 2 gives the impression it was “surgically assembled in a laboratory”, yes, but this doesn’t imply that the result was the Fifth Element (i.e. Milla Jovovich) instead of the Bride of Frankenstein (i.e. shrieking woman who will never love you back). So here is the bottom line: Super Mario Galaxy 2 is the Bride. It is schlock.

Let’s start with its greatest mystery: Starship Mario.

The goal of the game is to collect Power Stars in …

Read More from SUPER MARIO GALAXY 2 – The Double Dip Awful Edition Review

mk2

As the most violent Mortal Kombat game to date arrived (hey, the competition is tough nowadays), we’ve asked ourselves if the violence really was the key to the franchise’s popularity and survival. It wasn’t.

MORTAL KOMBAT (2011) is a videogame developed by NetherRealm Studios and published by Warner Bros. Interactive Entertainment for the XBox 360 and PlayStation 3. The Xbox 360 version was played for the purpose of this review. It was directed by ED BOON.

There is a magic moment in each Mortal Kombat game. It’s when you duck and, with perfect timing, throw a High Punch at your unaware enemy. The result is the Uppercut, the granddaddy of the headshot. The Uppercut symbolizes all that is good with a fighting game; that moment when everything connects, you hear a pop and your opponent is sent flying releasing a shower of virtual blood and real shame. If there were a reason why this series managed to stay relevant despite the constant complaints about the mechanics and the game’s “balance”, I think that reason is the Uppercut.

Well, the Leg Trip, with the humiliating thug it provokes, might also have a minor role to play, …

Read More from Mortal Kombat (2011) – Review

ni_pagar

 

Value.

Everything has value. Or rather, everything has the potential to hold value (or Utility, if you want the proper term) for someone.

Not every value can be easily translated into currency, however. Putting a monetary value on human life, for instance, is controversial. Luckily, we are not talking about these. We are talking about everything else, from physical goods, like the chair you are sitting on, to virtual ones.

For instance, how much would you pay for an Achievement?

Well, if you see that the value of a given Achievement was higher than its price and you had the means to buy it, you would. Of course, you would. It’s the logical decision. If you think a can of oil is worth $1000 (Perhaps you are visiting from a country where cans of oil are a hot commodity like the spices of old, who knows?), you would buy it until you drive the inflation rate up to the point a can of oil is priced at $1000.01 – and that extra cent would make the difference on making the purchase. That point in which you are indifferent between owning the good and having …

Read More from From Avatar Clothes to 1-UPs: Why Everything Should Be DLC

Photo 29-09-11 06 59 13

It’s not a game. It’s a “psycho-social audiovisual experiment”. Yeah… anyways…

SUPERBROTHERS: SWORD & SWORCERY EP is a videogame developed and published by Superbrothers and Capybara Games for the iPhone and the iPad. The iPad version was played for the purpose of this review. It was directed by CRAIG D. ADAMS and JIM GUTHRIE.

You know a game is worth playing when it leaves reviewers so puzzled they have no other choice other to describe the game by using quotes from other people – the game’s creators included.

Superbrothers: Sword & Sworcery EP (S:S&S EP) is one of these games. It has whimsical pixelated graphics. It has some brilliant soundtrack by Jim Guthrie, which vindicates the “EP” from the game’s name. And the thin fabric uniting this artistic collaboration is a vague quest. It’s just like a videoclip, perhaps a poem. Probably both.

You play as The Scythian. This hints the game might take place somewhere near East/Central Asia. The Scythian has a sword and a shield and is looking for some holy triangles for unexplained motives. It is a quest for martyrdom and while we don’t know exactly the whys, we know that martyrdom is certainly desired. During this …

Read More from Superbrothers: Sword & Sworcery EP Review

Lightning

“It is like writing history with Lightning” said President Woodrow Wilson, allegedly after seeing the first screening of a movie in the White House.

Women that gaze directly into his eyes, might find themselves suddenly pregnant

As exceptional as President Wilson’s ability to conjure awesome metaphors was, his remark carried little hyperbole. By then movies were finally breaking the “movie barrier.” After decades of being little more than silent amusements to be shown in “moving picture shows,” one movie finally cracked the code necessary to deliver narratives.

The movie, the very same screened at Wilson’s abode, was D. W. Griffith’s The Birth of a Nation. Birth, despite being morally reprehensible now – it portrayed the KKK as heroes in a time where segregation was considered almost too progressive – was the film that invented film language as we know it.

It invented things we now take for granted, like the idea of telling a scene by cutting between wide and medium shots, as well as inserting close-ups and close shots of details. Griffith’s biggest innovation, however, was cross-cutting: the mechanism of a movie following parallel lines of action taking place at different locations. First, you show one group of characters, then another, then …

Read More from Writing Stories with Lightning

tp-darknuts-dumb

Most protagonists are empty, hollow shells in need of something to fill them. Thus was our verdict, as handled by our own Stefan Samurai (this is the link to which this article is a response, by the way… CLICK IT!).

He's the Chosen One because he's so special

What followed, however, was an intriguing proposition, one that put the blame on us rather than on the developers. If protagonists are empty, that’s only because we, the players, failed to fill in this void with our imagination. In other words, all protagonists that lack development are not actually characters per se, but rather avatars.

It does make sense to some degree. For example, those of us who played the original Mario and Zelda without reading any of the stories in their respective manuals would indeed take these two guys fighting lizards to rescue their beloved as mere avatars. In fact, most of the narrative in those two games came from outside the game. Back in the day, only the ones who have either read the game’s instructions or finished Super Mario Bros. would actually know that Mario was trying to save a Princess named Toadstool.

It’s natural …

Read More from A protagonist is NOT you

56825_YLU_C06_SteveRGB_ad_Kopie

Mysteries pile up, crimes may occur, but Kyle Hyde is always ready! Ready to sell cleaning products, do the crosswords, play pool and, of course, hear about all your life’s problems!

LAST WINDOW: THE SECRET OF CAPE WEST is a videogame developed by Cing, published by Nintendo for the Nintendo DS. It was directed by TAISUKE KANASAKI.

Last Window: The Secret of Cape West may just be how books will be translated into games in the near future when paper is outlawed by environmentalist legislators and tablets start a Skynet uprising that will surely destroy the human race’s tablet market. That will be the day we will experience Hemingway as it should be experienced: as a first-person walking simulator. Just how life is.

Ultimately, that’s essentially what Last Window is: a walking simulator. You hold you DS sideways, point the little plastic stick (The stylus! Such an awesome name for such a silly thing) at some position on the map and you will rhythmically walk in that direction, with the sound of elevator music and your footsteps.

These feet belong to Kyle Hyde, protagonist of Hotel Dusk: Room 215, a game that, according to Brendan Lee, …

Read More from LAST WINDOW: THE SECRET OF CAPE WEST – Review

  • Archives