We come to the final part for this series examining the worlds that modern AAA titles are built on. When we look at older series that tried to take place in the real world, there were a lot of unrealistic aspects of game design we had to ignore due to the fact that technology wasn’t at the point to show it all.
But with today’s graphics engines and millions spent on development, world design still feels trapped in the past.
Bioshock Infinite was a game that I wasn’t intending on playing, but thanks to a gift from a friend and everyone talking about it I decided to load it up.
Now, I may be the best (or worst) person to examine Bioshock Infinite as I disliked the first Bioshock and found it to be one of the most overrated games of the last decade: too much style, not enough substance. With Infinite, this is the third game in the series and the second one by Irrational Games. So, is third time’s the charm for me, or is it a case of crash and burn ?
With the announcement of the newest Assassin’s Creed game, came a bit of controversy courtesy of PETA. In the next title taking place during the 18th century, players will participate in piracy along with the act of whaling. Whaling as many people know still goes on today which animal rights groups protest.
While many people dismissed this as PETA being PETA there is an important question that the industry should ask: Is there a line for history accuracy in games?
Last week in my analysis of Kid Icarus: Uprising I talked about how the controls of the game came close to outright ruining it. Over the weekend I spent more time analyzing and came to an understanding as to why the control scheme was so poor and a simple mistake that designers can make.
In an effort to make games easier to play, it is possible to make them harder to the point of unplayable.