JONATHAN ORE
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Jon_ore
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Toronto, Ontario
I write and edit for Toronto's Dork Shelf, and occasionally can be found in the CBCNews.ca newsroom putting videos in your iPods.
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FEATURED POST
Railworks-300
Most big-budget video games issue DLC packs intermittently within their first year of release, in the hopes of rekindling interest and generating more income for the developers post-launch. RailWorks 2, however, has kept the DLC stream going for well over three years -- that’s 82 packs in all (totalling more than $1,300).
Monday, June 27, 2011 | Comments (6)
POST BY THIS AUTHOR (10)
Y511p
Jeff Blair, sports columnist for The Globe and Mail, commented in this Monday's paper about the upcoming unveiling of the cover athlete for EA Sports's NHL 12. Blair makes the obvious suggestion of Boston Bruins goalie Tim Thomas fresh off of his totally not riot-inducing Stanley Cup win, but takes more time noting one of the EA stalwart's new feat
Sonic-4-jp-casino-street-zone-screen-2
Sonic Team and Dimps - designers of Sonic's handheld "Rush" series - have come together to create Sonic the Hedgehog 4: Episode 1. It's the first part of what hopes to be a grand return to the series' salad days.
Starcraft1
Streetcar riders looked on with puzzlement late last night, as they passed by several hundred people lined up in front of the Bay and Dundas Best Buy store in Toronto, Ontario. Was there an iPad going on sale that they had not yet heard about?
Reddeadblackjack
One of the criteria in Red Dead Redemption for achieving the Treasure Hunter outfit is playing blackjack at Rathskeller Fork and leaving with a profit. That doesn’t sound so bad, until you realize that the dealers in Red Dead play the game basically like a real one in Vegas would; they make you play forever.
Scottcampbell
Scott Campbell is the art director at Double Fine Productions, a video game development studio founded by Tim Schafer of Lucasarts adventure game fame. Campbell’s cartoony and light-hearted art style form the canvas of Double Fine’s critically acclaimed games Psychonauts and Brutal Legend. I spoke with Campbell at the Toronto Comic Arts Festival.
Ebert_blog
By now it's likely that you have read Roger Ebert's most recent commentary on the "games as art" argument that seems to always swirl around his personal thoughts on the matter. I'm not really sure I can add much about the article itself that hasn't already - the blog post has gathered north of 500 comments in less than two days.
Cherryswitch
While we wait with bated breath for the next step in motion control, I’m going to take a look at the humble keyboard, specifically the Filco Majestouch Tactile Click.
2132410947_view
Sega is apparently releasing a 3-disc album compiling music from several games on its doomed Super 32X console add-on.
2guys_1title
A few weeks ago Game Trailers posted a Wish List video for Batman: Arkham Asylum 2, running the usual gamut of gamers’ desires for a sequel. I hope Rocksteady isn't listening to them.
COMMENTS BY THIS AUTHOR (41)
"That's gorgeous. I think it shows, more than anything else, how strong FF6's visual direction was to begin with. Even in Minecraft it sets a completely unique atmosphere."
Friday, May 11, 2012
"40K's space marines are probably the most diverse group[s] of marines out there, what with its 25 years-plus history. You've got Black Templars (warrior monks), Space Wolves (happy space vikings), Khorne Berzerkers (better known for getting up close, maybe a God of War analogue would work in-game?), and Salamaders (they're all dark-skinned, if you're worried about the racial homogeny).

But yes, the main problem is that the games haven't really gone into that diversity before, probably because 1) there's almost *too* much stuff to touch upon in one game, and 2) it might just get in the way of the audience who really are most interested in just playing as a badass space marine."

Wednesday, May 09, 2012
"Do studios or developers have that long a list of "do not ask these" questions when they give journos interviews? I can't help but think (or hope) that the guys and gals doing these feature interviews are seething about the questions they can't ask. I sure would."
Friday, April 27, 2012
"Fun note: the Unbaptized baby in the Dante's Inferno screen shot is an actual baby hooked up to motion capture. He was one of the developer team's kids, if I remember correctly."
Thursday, April 26, 2012
"Agreeing with this. Bioshock 2 couldn't be as new as the first by definition, but heck if I don't want to go to Rapture again and again and again. It is a shame that the vision of the Big Sister ended up...watered down (*yeeeaah) compared to the first blueprints."
Thursday, April 19, 2012
"I think that gaming's de-facto home on the internet has polarized the discussion to make it seem far worse than what most even-minded people actually think. The loudest proponents on one side call the other side entitled whiny babies, and the other cries accusations of false advertising and says anyone who disagrees with them clearly knows nothing about video games.

It's a symptom of the online discussion format and it's *very* interesting that the gamer entitlement argument arises just at the same time Gawker's Joel Johnson called most comments on his own network sites garbage.

Really, there are arguments for and against in each of the most-cited incidents of gamer "entitlement." I think the best thing that can be done to help the dialogue is just to invite more even-handed people to not yell about it over the internet. How exactly we do that, though, it another - much greater - challenge."

Friday, April 13, 2012
""Stimulating" is just the word I was thinking of to describe the kinds of games Josiah's writing about. There's a difference between "yay" fun and "ah hah!" fun.

Really, whether you call it fun, stimulating, thought-provoking, or anything else, games that provide a worthwhile experience should be applauded."

Wednesday, April 11, 2012
"Part of me feels that gamers and journos in the west-hemi haven't talked enough about what makes a Japanese game "Japanese" and what the real design philosophies go into them. I usually just see a "this is what they do, that is what they like in Japan." That's cool, but why? Maybe if we better understood what makes Japanese gamers tick other than "they are different" would help everyone better. Hopefully I've just missed the best articles and a good explanation is out there.

(Also, I'd suggest everyone ignore Tanto unless he can start typing properly. Don't feed the trolls.)"

Monday, April 09, 2012
"As far as the main question goes, Japanese games certainly have a place in North America - they just aren't in the same place as it was in the heydey of the 90s, but that's okay too. At the moment Japanese games are best received in Japan, and North American games are most well received here - which I guess is as it should be.

I'm loathe to make the tired old comparison, but it's about the same with most films. American blockbuster films are big here, and you'll get some popular Japanese movies on this end, but it usually won't be the number one in box office sales.

I just don't think many Japanese studios care to shell out the enormous amount of marketing in the US especially. We're not talking about gathering the guys who grew up on 90s RPGs, but the mainstream Western audience - throwing money at an audience perfectly comfortable with games made in North America with North American sensibilities would be too great a risk."

Sunday, April 08, 2012
"Just a little addendum: "Bioshock's story does not occur when you find an audio log, but it happens when you pull the trigger of your shotgun and watch the light and shrapnel shred an enemy to bloody pieces. The players' actions and the resulting reactions in the game world dictate where the true narrative takes place."

It does, however, occur when you listen to the audio tape while walking through the subject's office, lab or derelict apartments, taking in what life was like for these characters in the past while rummaging through the ruins in the "present." It's not the most active part of the game's story, but it's important nonetheless.

I do take issue whenever games journalists talk about "story" as if it were another separate component like "graphics" or "controls." Story and narrative comprise many moving parts, including the player's interaction."

Wednesday, February 08, 2012
"Diversity among game characters would be helpful, certainly. But I think the greater problem isn't "character" as much as characterization. What makes these people tick? What makes them people, for that matter?

Example: X Character will do anything to protect his family. Okay. Who are his family, really? What have they been through? What bonds do they share as far as upbringing, or shared experiences? For real characterization to appear they have to be treated as more than cutscenes to "make us hate the villain" or "make us care." You don't make a player care about a character. You show us why we should care, and let it happen naturally.

I suppose the truth is that gameplay always trumps these considerations - and rightly so. But if game developers continue to leave characterization to the wayside, we'll never really care about these so-called people we're playing in their games."

Saturday, December 03, 2011
"Sports is one genre that should be really easy to build appeal and fans among women and girls - not to mention it can be a postive force to encourage girls just as much as boys to get involved with sports and team-driven communities.

I really don't know why they don't have at least some women's teams and leagues. Would it cost too much to license women's leagues? Would there possibly be enough for a Women's World Cup expansion pack to FIFA '12 - or even a SKU all its own?"

Friday, October 07, 2011