Tag: gamecult

Let’s Plays: A New Approach to Gameplay

I get stuck in games easily. I get stuck on what people might see as easy levels and after a few tries, I have a tendency to give up. I think it happens to the best of us, doesn’t it? We get stuck on a level and leave it on a dust. But now, instead of not knowing what happens next, we can watch someone else play the game and beat it without having to do anything. All we have to do is watch. Let’s Players make up a large part of youtube that play games for the entertainment of other users.… Read the rest

Fixed Points and Flexibility: Change and Choice in Life is Strange

If you suddenly had the power to reverse time, would you use it every chance you got, or would you save it for important opportunities? How would you determine which opportunities were important? Better yet, what if you desperately wanted to turn back a certain event, but found out that you couldn’t?

Life is Strange explores these topics and more. The game is, according to Wikipedia, an “episodic interactive drama graphic adventure”. In laymans terms, the game plays out like an episode, of which there are 5, and gives the player the opportunity to interact with the episodes by turning back time at certain events.… Read the rest

Smite: the Godliest of Games

We are no strangers to having mythology in our media in movies, books and especially games. However media mostly shows Greek, Roman, and thanks to the Thor series Norse gods, but not much love for other mythos. I can flip through channels and see twenty Hades before I see one Nu Wa. Although these gods usually do not get accurate representation of their original stories, like this video about Hade over film https://www.youtube.com/watch?v=3c51pwfaBrM.

Here comes Smite a game that is a mythology geek’s dream come true. Smite is a MOBA (multiplayer online battle arena) where the main characters are literal gods and some very famous monsters such as Arachne.… Read the rest

Morality in Fantasy Role-Playing Games

You’ve built your character very carefully, designing them into a realistic, if perhaps over-skilled person, one with individual characteristics, and perhaps even a somewhat planned storyline.  Then, you accidentally steal something.  You meant to select the shopkeeper or house-owner before you, but instead, you select their valuable health potion, and without hesitation, they attack you.  Your immediate reaction?  You don’t return the stolen item, or explain your mistake.  Nor even do you admit what you’ve done and accept a night in jail.  Often times, you don’t have the chance to do these things, and, when you do, well, it costs you less coin to just take out your enchanted mace and kill that poor shopkeeper.  … Read the rest

“A New Apocalypse”: Juxtapositions Within Sunset Overdrive

When you read the words “post-apocalypse”, or “dystopia”, you probably form a mental image of a gritty, war-torn universe, where the only thing sadder than the environment are the people inside of it. Most games in this genre fit that description, including recent titles like The Last of Us. However, there is one game that breaks free of the stereotype and is still considered a post-apocalyptic shooter.

Sunset Overdrive is a first-person shooter that takes place in a dystopian city, where the consumers of a drink called Overcharge (manufactured by the “Big Brother” company, FizzCo) are turned into grotesque mutants called OD.Read the rest

Despite All My Rage I am Still Just David Cage

I think David Cage is at both times the most unique yet most disappointing independent designers out there. David Cage, for those not in the know, is a French video game designer and owner of the developer, Quantum Dream. Through this studio, he has produced the triplet of games: Indigo Prophecy, Heavy Rain, and Beyond: Two Souls. What has made Cage such a known yet despised figure is his rejection towards conventional game design. Most of his games are comprised of what can little else be called quick-time events, cutscenes whereby the player can pass or fail by responding to a button prompt.… Read the rest

Rock-Paper-Synthesis: Conflict for Mass Effect’s Ending

A week. Hour for hour, I admit and swear on my overcrowded hard-drive that I have spent over a week of my life playing the entirety of the Mass Effect series (multiple times, I might add) as my lovely Commander Shepard. And every second of time I spent, I feel was meaningful and driven by my own personal decisions. No-one insisted on the innumerable times I traveled vertically over lava mountains, and nothing past impartially generated code decided that I needed to be swarmed by frigid thresher maws every second I spent on an ice planet. I initiated every instance where I was told to “wait for a bit” by an avian-esque alien with a voice as velvety as a Victorian chaise, and I may or may not have dubious feelings about why I am okay with that.… Read the rest

Legion, the Geth and Idividualism

In the Mass Effect series, many strange and exotic species share the limelight with humanity. The Turians, a bipedal avian-like species with bone-plated faces, the Asari, an all female race of a bluer hue (inspired by the sexual adventures of Captain James T Kirk), and more. At one point, you will meet the Hanar, large amphibious luminescent jellyfish that speak in the third person. “Surely,” you think, “this must be as strange as it gets!” But when you reach the second game in the series, a much more alien concept appears in the form of the Geth.

Just under 300 years ago, the Geth followed the same archetypal story of Man v Machine, where they were created, gained sentience, rebelled and killed.… Read the rest

Bad Mother#%*$er


Video Games are merging into popular culture. While they have always been a part of it, they are quickly becoming a seamless component of it, in the same way that television and the internet are not seen as “weird,” but as the very epitome of normal. I have noticed that recently, it seems as though video games have been coming to the forefront of popular culture. In the movie “Spring Breakers,” one of the main characters tells the another to “pretend it’s a video game” when they are about to rob a convenience store. Similarly, video games and the gamer subculture have become increasingly prevalent in other art forms and media.… Read the rest