DAVID BANAHAN
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David is a freelance writer, copywriter, and musician in the Baltimore / Washington DC area.
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FEATURED POST
Cinematic_introduction
See how one player's experience with thatgamecompany's latest release went beyond the boundaries of traditional interactive entertainment.
Tuesday, March 20, 2012 | Comments (5)
POST BY THIS AUTHOR (4)
Ocarina_of_time_4
Getting older can be tough, but time travel is easy in Ocarina of Time 3D.
Fallout-3-leipzig-1
Are you a blood-thirsty maniac who can't help but feel really guilty about your actions?
Another_world_coverart
Out of This World is a tremendous, absorbing title that more developers should look to for inspiration.
COMMENTS BY THIS AUTHOR (20)
"What I was hoping to get across in the article is that, unlike most games we play, the crux of Journey isn't about beating levels or getting to the end.  What makes Journey unique is what happens along the way.  Just as in real life, it's the people we meet in Journey that shape our experience and shape who we are.  This goes beyond what we think of when we conjure the image of a traditional game."
Wednesday, March 21, 2012
"Thanks Kyle.  I'd love to hear about yours or anyone else's experience in the comments too."
Wednesday, March 21, 2012
"Great article.  I'm actually in the middle of writing one that shares a different experience entirely.  One of the first strangers I met in the game sacrificed themselves to save me from a flying monster.  On the snowy wind level I used my body language to show my partner that hiding behind pillars would keep them from getting blown away.  Later, they led me to a hiding spot I hadn't noticed as we evaded more flying beasts.  And when I did get ensnared by a monster, they rushed to my aid, using their powers to recharge my scarf and help me on my way.  Do you need any of these things to play and finish Journey?  No.  But that's a bit like saying you don't need any friends and family to make it to the end of life.  Getting to the end of Journey isn't the point.  The point is the name of the game.  And in the same way I need my friends and family in my life, I found myself needing my companions in Journey, to help me grow, to help me be better, to help me experience a life worth living."
Saturday, March 17, 2012
"You make a great point, but one that I think just further emphasizes what this article is attempting to point out.  Enemies are too often dehumanized in video games, EVEN human ones.  You're absolutely right - if you were to make the zombies human you'd still  feel disconnected from them through the shear action of killing dozens of enemies over and over.  This is a fundamental flaw with all action games, and quite frankly always makes me feel disconnected to what's happening on screen.  It just doesn't make sense for any protagonist in a story to kill 689 enemies in the course of a narrative."
Friday, December 16, 2011
"While it's impossible to judge the final product, I completely agree with this article's assessment of the trailer. 

Marko also brings up a good point though.  Games these days are still an outlet for wish fulfillment.  The average gamer doesn't want to play a game where the solution to a conflict is to shoot their son in the head.  They want unlimited ammo and the ability to mysteriously carry 40 guns at once.  They don't want to run away and hide by a river, waiting for the sun to set.  We're still a long way from The Road The Game.

That said, I agree that the medium can and should attempt to push forward and challenge tropes.  I believe that it is possible to strip the need for reward and wish fulfillment from games, while still making a product that is compelling and "fun."  It might require some people to challenge their notions about what "fun" is and about what they expect to get out of games as a medium, but  I absolutely believe it's possible."

Friday, December 16, 2011
"More than anything about this medium I appreciate its ability to give us choices about how a game unfolds.  Roller coaster rides are fun, but unique experiences are priceless.  I love being tossed into a world and not immediately directed to do something."
Monday, October 17, 2011
"Yeah, the level design really can't be talked up enough.  It's kind of like Super Metroid and Symphony of the Night had a 3D baby.  The whole world is interconnected and there are no discernable load times.  It reminds me of Metroid Prime in that sense, but with larger, more open environments and more control over how and when you unlock different parts of the world."
Monday, October 17, 2011
"It's very much a product of its time, and it's not a game without flaws.  I think most of the praise probably comes from people who played it in 1998.  The game is very combat focused, and unfortunately its combat doesn't stand the test of time as well as its story, setting, and puzzles.

But it also pioneered a lot of really essential mechanics for modern 3D action games, including lock-on targeting.  It nailed the fundamentals of fighting with a sword and shield in 3D, and because of that it has a pretty far-reaching legacy.  I think modern games owe to its innovation.  But modern games also kind of blow it away."

Monday, June 20, 2011
"The 3D viewing angle is going to turn out to be a major flaw in the system's design.  While the 3D is pretty cool to look at when everything lines up, it's extremely hard to fight heated battles with it turned on due to system movement.  Looking around with the gyroscope (a very cool feature on its own) is also kind of impossible for the same reason.

That said, the game received a pretty stunning graphical overhaul, so it looks beautiful in regular old 2D, which is how I've mostly been playing."

Monday, June 20, 2011
"Fighting and successfully defeating an invading Black Phantom is one of my top gaming moments of all time.  No other game in recent memory has made me feel the things Demon's Souls does.  Intense fear, a rush of adrenaline that seems to heighten my awareness, but most of all, a sense of empowerment.  This game is often only brought up when someone talks about punishing difficulty, but after slaying my first demon I felt vastly more powerful than any video game character in recent times.

Rob, you've made me want to pop this thing in again.  There's nothing quite like it."

Monday, February 07, 2011
"I'm with Rob.  All Demon's Souls really does at the beginning of the game is hold up a big sign that says "Be Careful."  As gamers, we're often used to being invincible superheroes that can blast through entire armies.  Demon's Souls just wants the player to pay attention and not expect to mindlessly wade through enemies. 

It's a shame so many people are turned off by the challenge, because it's not a cheap difficulty by any means.  There is only one unavoidable death in the entire game, and it's put there to move the story forward."

Friday, February 04, 2011
"Out of this World is another game that pulls this off flawlessly.  No one speaks, but the game tells an entire story about two prisoners who form a bond and friendship escaping an oppressive ruling class on an alien planet.

Your article actually brings up something I find incredibly lacking in a lot of my favorite games.  Bethesda games, for example, have you talking to people who robotically stare straight ahead at you during a conversation.  The character animations in Oblivion and Fallout 3 are so stiff that I find it's hard to connect with characters in those games at all.  You have to rely solely on the writing and the acting."

Wednesday, February 02, 2011