CALLUM RAKESTRAW
COMMUNITY WRITER
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Callum's been playing games for as long as he can remember (which is quite far!). When asked how the heck he was going to make a living for himself, he took up writing about games and hasn't looked back. Now he spends every moment he can buried in his word processor, crankin' out insane, unintelligible ramblings that maybe touch on videogames, or at least thinking about doing such. He also does work as a proof-reader in his spare time.
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FEATURED POST
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SpaceChem is exactly what puzzle games should be: reliant on players' creativity.
Tuesday, May 08, 2012 | Comments (0)
POST BY THIS AUTHOR (8)
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We need to start professing gaming's artistic merit through intelligent introspective and be critics for once.
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Creating a strong, memorable intro is no easy feat. Yet Valve managed to do so effortlessly with 2004's Half-Life 2, and without the use of of cutscenes. Here's how.
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The Legend of Zelda: Skyward Sword puts a fresh, motion-controlled spin on the series’ tried-and-true gameplay.
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A review for Housemarque's downloadable bullet-hell platforming mash-up (reviewed on PS3).
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A review for the console release of Space Invaders Infinity Gene.
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My entry for Michael Rousseau's review writing challenge, The Final Cut.
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A review for the third installment of the Bit.Trip series for WiiWare.
COMMENTS BY THIS AUTHOR (84)
"I just shortened my name to make my Internet handle. Saved me the trouble of having to come up with something new and different.

Still, these are good tips."

Wednesday, May 09, 2012
"Same here. That game is really something."
Wednesday, May 09, 2012
"I've got plenty of games sitting around on my Steam account that I haven't even touched yet (damn indie bundles and their absurdly good deals). Was thinking of making some sort of regular feature out of it to make it more fun. And now this comes up. Perfect timing!"
Wednesday, April 25, 2012
"Oh, I know what you mean. He's definitely got influence. I just think he isn't worth our time. I think he's just trolling us at this point, actually. He knows we hate it when he says games aren't art, so he has to be continuing to write about only because he enjoys getting a rise out of us. If he actually played a game, then his comments would be worth arguing against, since he would be drawing from actual experience."
Saturday, April 14, 2012
"It just seems ridiculous to keep writing articles making those claims when both the games and their critiques (not reviews; there's a big difference) do a better job at making a case for the medium. I can't count how many times I've read something titled "Games are art" that manages to say a whole lot of nothing.

The better method would be to drive people toward the games that push their potential. Let games speak for themselves, you know? Better to spent our engery writing about those games than writing about the whole.

...And I probably should have said that in the article, since that was what I was (poorly) trying to get at. Crap. Be right back."

Saturday, April 14, 2012
"I'm with ya on Bastion. I listen to it's soundtrack almost all the time. Some incredible music there, and a perfect example of the power audio has if used correctly.

Game music definitely deserves more credit, though. I think it just gets ignored because, as you said, many studios just treat it as something to break the silence with. Pretty easy not to take notice of it, then. People just need to understand the influence it carries. If they did, I'm certain music would get the praise it deserves more often."

Tuesday, March 13, 2012
"Ah. Good. I was a bit worried for a second there."
Saturday, February 18, 2012
"Excellent review. Game sounds interesting. I'm not usually one for horror, but I think I'll make an exception for this. Definitely have to check it out."
Friday, February 17, 2012
"I haven't played Arkham City (or Arkham Asylum, at that), so I can't comment on that game's intro. But I'll take your word for it.

Cutscenes are good, especially those that are quick. The less time it takes to actually get playing, the better. Problem is that so few games really make a good intro cutscene. Either they just get the set-up out of the way quickly or just don't manage to enrapture you right from the start. That is the purpose of an intro, right? To capture one's attention at the beginning? I can't think of many games I've played in the past year that managed to do that, but then, maybe I'm just playing the wrong games. I don't know.

I just think that, with such a visual oriented medium as video games, developers should be focusing less on passive storytelling and more on active. That doesn't mean every game should take the Valve approach -- Bastion, for instance was able to tell its story entirely through narration so as to never interrupt play -- just that developers should at least try to find more compelling means of conveying a story other than through five-minute or more long cutscenes.

I mean, I like cutscens as much as anyone else, and I think they certainly have their uses (the cutscenes of Uncharted are one of the best parts, for instance). It's just, I'd like to see developers diversify. Try something different every now and then rather than always rely on cutscenes or long streams of text to convey a story."

Friday, February 17, 2012
"Ooh. This should be a good one. I'll try to contribue something. Always wanted to take a crack at this sort of criticism."
Thursday, January 05, 2012
"I suppose. Still, wish I could show some more support past just praising it. Hate to leave their work unrewarded, you know?"
Tuesday, December 20, 2011
"I really feel bad for not owning a copy of Rayman Origins (money's tight around here, ya see). I rented it off GameFly and absolutely adored it. It was some of the most fun I've had with a game all year. It's truly disheartening that it hasn't quite caught on. I'd love to see them make more games like this."
Tuesday, December 20, 2011