Ever lose to a Princess Peach in Smash Bros, when you're really not all that bad with the game? Ever get absolutely stomped & outplayed by someone controlling a very dainty & generally feminine character, whose Side-B is smashing you to the side with her butt, that culminates in a pink explosion? And did you ever just think, "Huh, it'd be fun to beat them as her, pay them back in kind!" Nothing but that?
And really, does anyone stop to think of the effectiveness, strengths & weaknesses of the character's play style anymore, or has everyone jumped on the bandwagon of either harping on about the design of the character because they think that's somehow more important, or because its the only way they see to make a career in talking about games nowadays?
I've seen articles here on this site every now & again, & there is little else but the latter some weeks. I find it the one thing that's truly demeaning. Not depictions of x or y or any chromosome in between, being so 'demeaning' that it pisses off people who are so easy to piss off I'd wager they've self-inflicted a stigma on their mode of thought, limiting it. A wager I'd get some decent money from as well, as it goes.
In short, can we actually start talking about the aspects that makes games games again, instead of pedantically whinging about designs? Its an act of art, sure, but its also an act of art in which you could go on a journey discovering more of it, or art by which you can champion a world you didn't conceive, because its the vision of the creators for you to do so? We're citizens of our respective places in the world, not parts of a zealous mob, lost of any individual thought. So lets start thinking again.
Think back to your early experiences with games. Stop giving a damn about how well everything looks or how it ought to look, & think back to the sense of accomplishment you felt.
And I'll start us off, if you want. I remember being a blue-skinned husk of a fallen warrior, coming back from an abyss to inflict vengeance on a dead world, full of cadaverous mutated jackals, & a certain master vampire with a terrifying blade. The puzzle blocks, the power-ups called Glyphs, the nebulous distortion of a world hidden right between the material one where all the dead end up. And the level of spoken english, which to this day remains as one of my favourite stories & occasionally influences my own wording.
Yeah, what I really got out of Soul Reaver is that some things keep you coming back. But what kept you going on the other hand, is needing to know where the conclusion stands in regards to a beginning.
And really, does anyone stop to think of the effectiveness, strengths & weaknesses of the character's play style anymore, or has everyone jumped on the bandwagon of either harping on about the design of the character because they think that's somehow more important, or because its the only way they see to make a career in talking about games nowadays?
I've seen articles here on this site every now & again, & there is little else but the latter some weeks. I find it the one thing that's truly demeaning. Not depictions of x or y or any chromosome in between, being so 'demeaning' that it pisses off people who are so easy to piss off I'd wager they've self-inflicted a stigma on their mode of thought, limiting it. A wager I'd get some decent money from as well, as it goes.
In short, can we actually start talking about the aspects that makes games games again, instead of pedantically whinging about designs? Its an act of art, sure, but its also an act of art in which you could go on a journey discovering more of it, or art by which you can champion a world you didn't conceive, because its the vision of the creators for you to do so? We're citizens of our respective places in the world, not parts of a zealous mob, lost of any individual thought. So lets start thinking again.
Think back to your early experiences with games. Stop giving a damn about how well everything looks or how it ought to look, & think back to the sense of accomplishment you felt.
And I'll start us off, if you want. I remember being a blue-skinned husk of a fallen warrior, coming back from an abyss to inflict vengeance on a dead world, full of cadaverous mutated jackals, & a certain master vampire with a terrifying blade. The puzzle blocks, the power-ups called Glyphs, the nebulous distortion of a world hidden right between the material one where all the dead end up. And the level of spoken english, which to this day remains as one of my favourite stories & occasionally influences my own wording.
Yeah, what I really got out of Soul Reaver is that some things keep you coming back. But what kept you going on the other hand, is needing to know where the conclusion stands in regards to a beginning.