Via Rock, Paper, Shotgun [PC Gaming since 1873]: This is what happens when the Something Awful goons (Goons?) play an MMO. Below, the video, and why it is important.
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It would seem that Team Fortress 2 is updating the game with .. a new class?! Some details below the cut.
But none of them – whether it be another rogue, an implacable paladin, or even the dreaded hunter – could instill in me the raw, unrelenting hatred that seeing a warrior could.
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So pretty soon one of my most beloved game franchises will be releasing a small expansion/DLC via Steam. It’s to be set at 10$, and its focus seems to be primarily five new Native American factions. Those five being the Iroquois, Huron, Plains, Pueblo and Cherokee nations, some of the more prominent and, well, warlike of First Nations Americans. And by warlike I mean, not quite as willing to sit docilely by while European interests raped their lands. Below the cut: some thoughts and concerns about what Creative Assemblies has already mucked up with the franchise.
Introductory post for class – gone as soon as credit is received.
Here are some things that I want to explore over the semester:
1: Can narrative be an actual game mechanic? 1a: how, exactly, is a game mechanic defined? Is this a flexible or rigid definition, or has it even been solidly established yet?

So I’ve spent the last week or so pretty heavily engrossed with Timegate’s new futurewar runey-jumpey-shootey game, Section 8 – and it’s great. It has all of the elements of a FPS game that I’ve been hunting for awhile now: jet-packs, loud, badass-feeling guns, and a selection of loadouts with which to kit your generic robotic-like futurewar soldier avatar to make him a bit closer to your ideal. In other words, I’ve been looking for the next version of Tribes 2 – and in this, Section 8 does not disappoint. Click through for my overly-lengthly thoughts on the open beta.
To borrow a device from Kieron Gillen: Ser1s was the first one that made it.
I had spent the gaming hours of the better part of a week before I had managed to create a character in the wonderful Mount & Blade that survived for longer than a week of in-game time. Ser1s’ creation – which was done quickly, as I assumed that she would be destroyed as quickly as any of the tens of others that had come before her – achieved two things that her priors had not, and each lead equally to her survival in Calradia.
24
Jul
The sad fact of playing computer games while inebriated is that you’re bound to miss things. Several things, sometimes, and reading back through my initial post on it – and having watched my room mate play it for a few hours – I realized that I missed many of these, and felt the need to address them:
1. You can light torches!
23
Jul
Trine tells its story – that of an undead uprising, a time of generic, difficult struggles in a typical, fairytale/unimaginative kingdom, and one of companionship from unlikely but-always-come-together-character-types-in-RPG-games. As I played through the game last night, the story seemed to become more and more irrelevant as I progressed through samey-feeling dungeon-y type places. Although the game gave me a series of wonderfully painted-looking story panels (think: the first Fable), there didn’t really seem to be much innovation or cleverness here. The characters themselves weren’t quite RPG tropes. Well, at least the wizard wasn’t – he’s a womanizing playboy, and the game finds him knocked out after ingesting a potion he thought would allow him to cast a fireball.
