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""50% Your Gaming Knowledge Level is: Average Gamer. You're a Jack-of-All-Games, but a master of none."
Could've done without the maths section (which I didn't even begin to attempt)."
Saturday, June 05, 2010
"If Sutner's "Don't knock it until you've tried it." adds nothing to the discussion, then surely Ebert's "Knock it. Period." doesn't even enter into it, and isn't worthy of mention at all (save for the fact that Ebert's comment prompted Sutner's"
Thursday, April 22, 2010
"Have you seen the new South Park episode 'The Tale of Scotie McBoogerballs'? It's all about reading into subtext that isn't there."
Monday, April 12, 2010
"Am I the only one who finds this article a bit patronizing?
As a well-rounded human being who refrains from molding their entire personality around a hobby - no matter how prominent a factor it is in my life - I've got a pretty firm grasp of dressing, time management, and acceptable social interaction all by myself, thanks."
Wednesday, March 17, 2010
"V for Vendetta, penned by Frank Miller? Alan Moore and David Lloyd might have something to say about that."
Sunday, March 14, 2010
"same could be said of watching television - something I'm sure far more people waste their lives on. I agree with Omar. The video is interesting, but Brian is to blame for all his wasted hours, not games. I also think dismissing them as having 'no value' is a particularly extreme view to take. As long as you have perspective on creative mediums in general, theres a lot you can learn from some"
Wednesday, February 17, 2010
"hink anyone who has a genuine interest in a medium, any medium, should take time to learn its past.
Perspective is never a bad thing, and I wouldn't consider anyone whose experience extends only a few years to be properly informed on the subject. Not that everyone needs to be 'properly informed'; there's nothing wrong with simply consuming the products of a m"
Friday, February 05, 2010
"PGs need to take a lesson from (a lot of things, honestly) more action oriented games when it comes to their dungeon design.
A good example would be chapters 17 and 18 in [i]Uncharted 2[/i]. Trekking through the icy caverns and into the ruins with Tenzin, despite its linearity, felt as much like exploring and puzzle solving as any multi-tiered, mind-bending J-RPG dungeon. There isn't any genuine exploration or puzzle solving to be had, but these chapters in particular manage to create the illusion of dungeoneering in a satisfying way. Telling a story through traversal seems a far superior alternative to creating an architectural Rubik's Cube.
Then again, I'm assuming most J-RPG enthusiasts probably enjoy that sort of"
Friday, February 05, 2010
"s question is with regards to the single-corridor linearity we've been hearing about:
What were the primary reasons for making [i]Final Fantasy XIII[/i] so traditional (linear, cutscene heavy, turn based) in comparison to its forebear? Was it a decision that took a lot of time, and were there various transitionary stages of design which became more streamlined with each itera"
Friday, February 05, 2010
"re a thought for the poor wretch who has acquired the taste for the Platinum trophy, or 1000G...
You can strike [i]Odin Sphere[/i] from the list. I don't know how anyone could finish more than one of the campaigns, let alone the entire"
Sunday, January 31, 2010

I totally agree with 2, 3, and 7. They make all game enthusiasts look like children, not just the press.
6 is a tricky one. Professionals shouldn't be whooping, probably, but no applause at all? Surely clapping is fine. And isn't that what developers are expecting? Verbal cue, lights dim, logo for cherished game series appears onscreen, applause. It's all part of the 'show', isn't it?
Edit: @JasonWilson Actually, you clarify point 6 pretty well. It's hard not to agree when you put it like that. "