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May 22, 2009
PS3 Feature | Half-Life 2
PS3 - Half-Life 2 - The 10 most common game design mistakes

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 ...

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May 6, 2009
PS3 Feature | Half-Life 2

“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. ...

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Apr 15, 2009
PS3 Feature | Half-Life 2

I’m not a miserable sexist ass; I’m just a practical observer. One thing I’ve observed is that men and women are different (I figured that one out pretty early on). Since I’m a rational person, I’m aware that nothing is entirely one way or another. Even the divide between life and death is ambiguous (uh, zombies, amirite?). ...

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Mar 21, 2008
PS3 Feature | Half-Life 2
Legions of exasperated gamers whined that Kratos' escape from the bowels of Hell - complete with rotating columns of bladey cartilage, platforms of bone and two huge towers of spinning blades - was 'stupid', 'cheap' or 'toohardIwantmymummy!' but we loved it. ...
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Jan 18, 2008
PS3 Feature | Half-Life 2
18th Jan, 2008 [Warning: Like our Portal article from December, this piece features some pretty heady discourse, and also benefits from a visit from Mr. Narrative Theory. If that stuff makes you run screaming, then feel free to run screaming. Also, if you haven't completed Half-Life 2, leave now. This contains some inhuman spoilers.] Half-Life 2 is widely and rightly regarded as a modern classic. In terms of both gameplay and artistry there have been few, if any, games in the FPS genre which ...
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Jan 17, 2008
PS3 Feature | Half-Life 2: Episode Two
David Speyrer was interviewed for his job at Valve on the day the original Half-Life went gold in late 1998. He started working there soon after, just as Half-Life 2 began its lengthy development. Since then, hes risen through the ranks from programmer to project lead. Now, David talks us through some of the processes that led to Half-Life 2: Episode Two being the remarkable game it is. Warning: if you havent played Episode Two yet, there are spoilers ahead. Has Episode Two taken you anywhere ...
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Oct 9, 2007
PS3 Feature | Half-Life 2: Episode Two
Oct 9, 2007 The Orange Box goes live at 12:00 am Pacific Time on Oct 10, and 8:00 am in the UK. If you're on the beta now, prepare to own some noobs when the great unwashed come flooding in. And if you haven't preordered, you're going to need a headstart. Either way, it's time to brush up on a few of the lesser-known factors in the TF2 ...
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Jul 26, 2007
PS3 Feature | Half-Life 2: Episode Two
Having written sci-fi and horror novels such as Dad's Nuke, The Orchid Eater and The 37th Mandala, Marc Laidlaw joined Valve in 1997 during the development of the original Half-Life. He's a charming guy, and given the opportunity to speak on his specialist subject, he does so perceptively and at great ...
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May 18, 2007
PS3 Feature | Half-Life 2: Episode Two
Back in 1996, two Microsoft executives quit their spectacularly high-paid jobs, formed a games company and made the best game ever. Twice. They didnt like the way retailers were throttling the industrys creativity, so they cut them out. They did what a lot of mod teams were doing, they hired them. They published any game they liked through their digital distribution network, however commercially risky, and saved several independent developers in the process. Their revolution was so successful ...
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Sep 24, 2009
PS3 Feature | Hannah Montana: The Movie Game

In the context of a game, Achievements and Trophies are harmless. They're just carrot-dangling tactics that we're happy to indulge for our greedy pursuit of intangible virtual rewards. We wouldn't think twice about nail-bombing a kitten orphanage if it meant five more gamer points.

But, let's say, purely for the purposes of this here article, that we take Achievements and Trophies out of their virtual world settings and reconsider them ...

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