Making games is hard. Making fun of them isn’t. It’s really, really easy, actually. Of course, we wouldn’t be so critical if we didn’t love them so damn much (and if we weren’t, you know, critics). We think games are just the bee’s knees, and that’s why we get so pissed about all the stupid crap they do
There are lots of excellent reasons to want to blow up an RPG town. If you’re a villain, for example, you might level a place because it’s friendly to some resistance movement, or it’s in your way, or the heroes are stopping in briefly on their way to kill you. If you’re a game designer, you might do it to raise the stakes, or to give players some emotional reason to want the villain dead.
Founded by a group of religious cultists who worship an unexploded megaton bomb, who then built their church at the centre of the crater the bomb created. These Children of Atom believe that the atomic masses released by nuclear bombs contain whole universes and are therefore sacred.
How about being constantly surrounded by the most upbeat, glass half full folk any of us are ever likely to meet? Full
Top 7… gut-wrenching choices – or, as Charlie admits, the Top 7… decisions.
Motion controls are coming to Xbox 360 – first avatars, now motion silliness. Could a handheld MicroBoy be far behind?
Punch-Out!! exclusive boxer reveals – see, GamesRadar gets cool exclusives too.
More shitty Spider-Man audio – from the Sega CD game we vow to reference once every four podcasts.
As has become the way with Nintendo’s little white box, when you think of racing games on the Wii, you think Mario Kart, MySims Racing or ExciteTruck. Or, any other bobble-headed, cutesy racer. The one thing you don’t think is motorsport simulation – Need for Speed: Undercover is about as close as you can get and the less we say about that, the better.
“Guns don’t kill people, bullets do.” But do they have to? Not at all, and in fact, this is all the destructive power you’re going to get out of shooting bullets.
Strange, unusual, and utterly bloody ridiculous.
Games are complicated these days. Plotlines are deep and branching. Worlds are open to explore, and to change. Major characters are expendable. Side quests are optional, dialogue trees are intricate and endings are multiple. We are the authors of our own digital experiences. Which sounds pretty great, until you reach one of those choices that you just know will affect the rest of the game.
VIDEO: The best car chase ever, now with aural improvements.
When did professional darts players attain to the status of WWE stars, playing to stadiums full of screaming fans and strutting into the place with an effing intro? Bluster aside, there is no way that holding a Wii remote like a dart is “realistic.”