TJ HARRELL
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COMMENTS BY THIS AUTHOR (11)
"If I had a pet dragon, I would name it Naeovorsche. Just plug it into any fantasy line explaining that my dragon is flying towards them, and you'll feel the power. It's original, and it's awesome.

Xbox 360."

Tuesday, October 11, 2011
"I agree wholeheartedly with this article.

I have been very unfortunate to have not only two DualShock 3 controllers chewed up by the dog, but also two PS3 bluetooth headsets (and other countless peripherals). I've paid way more on necessary items than I should have, just for myself, to continue playing games on my PS3. It's ridiculous.

I wouldn't have cared quite as much if these things were $30-$40."

Wednesday, January 12, 2011
"I can't say that Gameloft is a poor developer. There's a very good reason why their platform is on mobile devices:  the developers for the games that they do "find inspiration" in do not develop for mobile devices or in some way adapt their popular games to that platform. There's a market there. The games that Gameloft develop could be way worse than what people think they are.

I'll continue enjoying the games they put out on my iPhone until we see other devs step up to it."

Wednesday, December 15, 2010
"Not everyone who watches movies plays games, and that's the big flaw with this article; this is aimed only at those who have played the game. The editor's note says it all, when James asks, "What do we stand to gain from a silver-screen retread?" We -- the gamers -- stand to gain possibly little. But, the people who watch movies stand to gain plenty (provided the script is actually in line with the storyline in the games).

There is a wider audience when it comes to film, so for these guys to produce an Uncharted film is quite interesting. Considering that the Uncharted games already play out like a movie, there should be no problem adapting the movie aspects of the game into a real movie.

Will I go see it? Most likely. It will be refreshing to sit down and watch Uncharted, not play it. At least I won't be watching Drake die over and over at certain points."

Friday, December 10, 2010
"I can't help but think there is something insidious about $15,559."
Thursday, August 12, 2010
"Ultimately, I think story in games is a motivational driver, and while it is not always required, it provides entertainment. I do not go to a movie just to enjoy the action scenes; I am also interested in the story that it has to tell.

For games, it is a bit different, since they are an interactive experience. Any RPG will give you some amount of story, so I will use them as my examples.

Personally, just about any RPG I play has a story that drives me to play the game. I always want to know what will happen next, whether it is told through a scripted cutscene or a scene that I play out myself through choices or action. It is usually gripping enough that while the gameplay is good, I come back to know more about the story, the world.

Final Fantasy XIII has an amazing story, in my opinion. As I played the game, I kept wanting to see what would happen next. The characters really drive the story, and no character was more important than another, and that is a great aspect of the game. The gameplay is also top-notch. While at certain points throughout the game it did become a little redundant, the story was enough to keep me playing. Of course, I have already finished the main story and nearly all of the side missions.

Dragon Age: Origins, on the other hand, is unable to do this. I own the Xbox 360 version, and although the story is essentially a good one, the gameplay is not. Thus, I can never play it thanks to the broken battle system. You have to play a game to see the story unfold, and I do not know anyone who will play a game that is not fun and enjoyable -- gameplay alone -- just to see that.

So, gameplay is the core part of the gaming experience in that if it (the gameplay) is junk, the game is an overall piece of junk, and it will be avoided. But, story is very important for games for which it makes sense to have it. If you strip a game like Final Fantasy XIII (a linear experience) of all its story, you have no goal and nothing to truly enjoy, whereas if you strip a Mario game of any story it has and keep it at "Save the princess!", it is still enjoyable largely in part due to its quirky gameplay, which is simply raw fun. And to be honest, if Oblivion had no story, I would probably still play it, with it being a non-linear RPG.

This could become an entirely new topic, so I will leave it at that."

Thursday, August 12, 2010
"@Dennis: Did you play Heavy Rain on easy difficulty? If I treated Heavy Rain as a movie and wanted to go through it and get the best possible ending that didn't break my heart, or at least one that pleased me, I'd have played on easy difficulty to give me the edge.

I'm not understanding how you are angry at David Cage for creating a piece of interactive drama that allows the storyline to take different shape based on your actions, giving you an array of end results (sorry, but this sounds to me like a game). You were not betrayed in the slightest. Just because your first experience was bad doesn't mean you have to blame the person who developed it with multiple paths (yes, we know he can live!).

 If in the end, no matter what I did, our subject lived (as sadistic as this may sound), I would not care to play something that calls itself interactive drama. To defend myself here, I loved knowing the fact that my choices and actions truly mattered to the survival of these people. It was unfortunate that on your first playthrough our subject died, but understand that your decision mattered. You involuntarily killed him. And that's great, if you think about it."

Friday, August 06, 2010
"Think about it this way. It's "interactive drama", as the developer likes to put it. In the end, it's still a game; there are consequences to certain actions if they are failed. Let's imagine, just for a minute, if you did fail and it did not make an impact on Ethan's fate. Would that make sense? I have not experienced the ending you had, but you seemed to know exactly what the consequences were for failing the correct button press(es). But, if your actions made no impact on how the story progressed, or in this case, ended, what would be the point of playing interactive drama? Might as well watch a movie..."
Friday, August 06, 2010
"Wow, I never thought I'd actually get one. In fact, I had no idea until I was scrolling down and thought about "Listen, buster -- cut the crap!""
Friday, March 19, 2010
"ron: Sure, sometimes there are certain scenarios in a game that might prove to be extremely frustrating when the difficulty is set high, but once it's cleared, the feeling of having clearing it, despite its frustration, is often very rewarding to those who enjoy a real challenge. This happened several times for me throughout Uncharted 2: Among Thieves, and I cannot wait to try it on Crushing difficulty. On the subject of Uncharted 2's scripted events (and for such events in other games), although I enjoy watching cinematics in which there is no action required from me, I always prefer interactivity over passivity, and this especially holds true for later scenes in any game. The first scene in Uncharted 2 may be teaching the player the controls, but perhaps the following cinematic is also teaching the player the consequences should you fail this particular jump? On what Evan stated in a previous comment, if we do not want consequences (most often death) for failing in a cinematic that has only one right path or answer, then players might as well let it play in its entirety without action on the player side. This does not go for simply the first cinematic in Uncharted 2, but for all of its interactive scenes and such scenes in other games. But, I know it would not be as enjoyable f"
Friday, December 11, 2009