COREY MOTLEY
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Silent Hill 2's reissue in its high-definition collection causes one gamer who loves the original release to finally cry over its narrative. Shouldn't more games elicit such an emotional response?
Monday, June 18, 2012 |
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POST BY THIS AUTHOR (16)
Saints Row the Third is a riot from the opening mission to the ending credits. Here's a narrative look at a day I spent in Steelport with my gangstress — Missy Dvorak.
Sunday, February 12, 2012 |
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If you've wanted to know me a little bit more, and see sexy pictures of me doing parkour, this is the post to click.
Friday, February 03, 2012 |
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If you're tired of reading about Skyrim and Uncharted 3 as GOTY picks, you're in luck. You'll find neither of them here. Nor is Arkham City or Portal 2. So what's left? Read it to find out!
Friday, January 27, 2012 |
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Need for Speed: Underground is the only racing game I've ever loved. I thought The Run would fill that tire-shaped hole in my heart, but it only opened my eyes to why I don't like racing games more.
Thursday, December 29, 2011 |
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Despite Uncharted 3 getting stellar reviews and GOTY nods, I have some beef with where it is and where it's going as a series.
Saturday, December 17, 2011 |
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I've played Rage for about five hours and, if you're curious, I'll tell exactly what kind of game it is.
Monday, October 31, 2011 |
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Condemned: Criminal Origins is one of the scariest games I've ever played. It's an overlooked gem from the Xbox 360's launch. This is a creative non-fiction account from a scene in the game. Read at your own risk! :)
Friday, October 28, 2011 |
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My conclusion to the Deus Ex series closes the series reexamines the game as a whole and wraps up what I love about it.
Saturday, October 01, 2011 |
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Part five of my Deus Ex series analyzes the augmentations and the racial backlash it creates in Human Revolution's universe.
Friday, September 30, 2011 |
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Part four of my Deus Ex series dissects the worst part of the package — the boss battles.
Thursday, September 29, 2011 |
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Part three of my Deus Ex series examines the beautiful and cohesive universe Eidos Montréal crafted as well as the relationships between some of the characters.
Wednesday, September 28, 2011 |
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Part two of my Deus Ex series looks at how Eidos Montréal purposefully left out a morality scale that judges players on the decisions they make. It's only you and your own ethics in Human Revolution.
Tuesday, September 27, 2011 |
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COMMENTS BY THIS AUTHOR (3)
"When I think of guns I like, instead of out-there weaponry, I think of normal guns that are beautifully designed or feel good to use — with some meat and power behind them. A few favorites off the top of my head are:
1. Hammer from Crysis 2 (pretty much a Desert Eagle)
2. 10mm Pistol from Deus Ex: Human Revolution
3. Combat Shotgun from Fallout 3
4/5 - The custom shotgun from Hitman: Blood Money and the Marshall shotgun from Crysis 2 because they have silencer attachements, No-Country-for-Old-Men style.
6 - Any shotgun from the FEAR series. Get close enough and your enemies erupt into a cloud of blood."
Thursday, January 12, 2012
"hink blaming the gamers for bad endings is sort of a chicken-or-the-egg problem because I'd wager that if more developers crafted stories that were worth a damn, we'd stay till the end.
One of my theatre professors in college once said that the greatest message you can send to the performers on stage that a play is bad is by leaving. She urged us to walk out of bad shows if we were ever at one. I think the same holds true for games, except developers/publishers don't seem to care about the players after they secure our $60.
Your backlog point is interesting, too. For some reason, I think of a backlog as a list of games I haven't started playing yet that I want to (that I don't own.) If I ever owned/rented a game and didn't finish it, there's probably a damn good reason I didn't and I won't go back to it. If a game is good, I'll finish it. Sometimes if a game is bad, I'll finish it. I might be in the minority on this, but I hated Red Dead. I still finished it just to see what all the fuss was about, and it wasn't worth my tens of hours I'd spent in the game. I think games need to be shorter and less expensive and maybe that would be a start to more people finishing them. I know it's easier said than done, howe"
Sunday, September 18, 2011




I totally agree with you about games getting back into the action too quickly. Even if something sad happens, designers rarely let the scene breathe."