With the world ending as we know it, our podcast is here to give you some final comfort. Also LA Noire and your phone calls!
Awkward Top 7s, Infinite BioShocks, LA Noire bitching, and we remember one of the greatest entertainers of all time...
Way back in January, we did what a lot of other tech and gaming websites do, and published a list of predictions for the then-new year. In this case, we predicted the games that we thought – for a variety of reasons – wouldn’t see the light of day until at least 2010, and published it under the somewhat inflammatory headline No Heavy Rain until 2010?
We didn’t need to play UK Truck Simulator (totally real) or whatever before declaring our picks for the best games of 2010. We have common sense and expectations. We’re not robots. Well, maybe we are, but if we are then we’re really advanced robots - like Data’s brother in TNG.
This human (or evil android) common sense also gives us the power to make educated guesses as to which games of 2011 will get award-giving gamz jarnlists like ourselves all riled up...
100. In previous years and previous features, that number was daunting. While we wanted you to know about – and get excited about – as many upcoming games as possible, reaching three digits was always a challenge that required a monumental, brain-scouring effort from every last GamesRadar editor.
Not this time… this time was easy. In fact, 2011 is shaping up to be such a fantastic, and fantastically full, year for videogames that the only real difficulty was limiting our list of most anticipated titles. 100 simply wasn't enough...
Most games, contrary to what you might think, aren’t truly shit or amazingly awesome. No, usually most are just plain average. Lying in the gooey mediocre centre between brittle pieces of really rubbish titles and crunchy bits of rare 90%+ gaming gold, they’re rarely that offensive. Still, we thought it would be a good idea to produce a quick guide on how to pick out gaming’s most m’eh worthy titles, using
In all honesty, some games would be better off left on the whiteboard at the design meeting. Whether they're too ambitious, too expensive or simply too good to be true, we're frequently led to imagine great things only to have our expectations dashed when the game finally arrives. How could these games be so good on paper yet underwhelm so spectacularly? Let's take a look...