tag:blogger.com,1999:blog-30982616578881637832024-03-19T08:01:04.778-04:00All Things Gaming with GamerBloodlineJoin me as I express my love for Video games, gaming culture and generally anything gaming that springs to mind. Get news and trends from around the web and my previews, impressions and reviews of my favorite games.GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-3098261657888163783.post-70124800009799397482012-06-21T17:01:00.000-04:002012-06-21T17:05:02.595-04:00Watch_Dogs’ Multiplayer: Imagine The Possibilities<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyggvPniMHx3WFncynvAff14yBFzIMAvdIZyV0SbV47aUuBvIp0sj54F-lhxHlhqGrEWNh3MT1ZFNddIyHjlxwREIceZZY5RtmD2u-YaujMG56_92nJfrNxaQiUyACzpqGuBQK8iGR4JTk/s1600/Watch-Dogs-Logo-MP1st-600x368.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="392" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyggvPniMHx3WFncynvAff14yBFzIMAvdIZyV0SbV47aUuBvIp0sj54F-lhxHlhqGrEWNh3MT1ZFNddIyHjlxwREIceZZY5RtmD2u-YaujMG56_92nJfrNxaQiUyACzpqGuBQK8iGR4JTk/s640/Watch-Dogs-Logo-MP1st-600x368.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Who Will Be Your Watch_Dog?</td></tr>
</tbody></table>
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At the end of Ubisoft’s E3 2012
Watch_Dogs Demo, we saw the game’s protagonist Aiden Pearce drive off after
completing his objective. Being pursued by a police helicopter with a spotlight
in the air and vehicles on the ground, he hacks a nearby drawbridge and causes
it to rise up. He then proceeds to jump the gap, preventing any police vehicles
from following. However, it is what happens briefly before his escape that has
the potential to be a groundbreaking experience for players. </div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg6ONlksgjqa2YJmlxegbaOluUZ9AFI2bq-xiWLlhAv2yxSRs1yoXM3Spa8T1NIPJzDcqNdOEo2qOz4Ur5pu40nsHdqpg5GcfjjbS4xNahJAGjcHcKkahYXJTzfrEKS9PGVbgLgujN5z4F/s1600/Screen+Shot+2012-06-20+at+9.25.33+AM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="457" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg6ONlksgjqa2YJmlxegbaOluUZ9AFI2bq-xiWLlhAv2yxSRs1yoXM3Spa8T1NIPJzDcqNdOEo2qOz4Ur5pu40nsHdqpg5GcfjjbS4xNahJAGjcHcKkahYXJTzfrEKS9PGVbgLgujN5z4F/s640/Screen+Shot+2012-06-20+at+9.25.33+AM.png" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You're Being Watched</td></tr>
</tbody></table>
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Pearce receives a “WARNING!
Intrusion detected” message on his mobile device. The same device we’ve seen
him use to control the city. This seemed to coincide with the arrival of the
police. Seconds later, the camera pulls out to reveal another man on a nearby
rooftop. The man’s name appeared over his head similar to how a teammate or
enemy’s name would appear in certain multiplayer games. The man’s tag was
“Bixxel_44”. Bixxel received his objective: “Track Pearce and protect him… at
least for now”. Bixxel_44 just became his “<i>Watch
Dog”</i> if you will.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAPN-9wGSe44ch87SVyhUsJNAeoNmLmwzVem32AKJUFbwaDmArwDwLBca-YqMIe_9An7Q4wkDXjSeBwa0KtnkKnYlD5Ab0ir18p8lovpB66u2cglaV7VkBRCIhPTYvpRtzJqhi_xqi92yH/s1600/Screen+Shot+2012-06-20+at+9.26.18+AM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="338" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAPN-9wGSe44ch87SVyhUsJNAeoNmLmwzVem32AKJUFbwaDmArwDwLBca-YqMIe_9An7Q4wkDXjSeBwa0KtnkKnYlD5Ab0ir18p8lovpB66u2cglaV7VkBRCIhPTYvpRtzJqhi_xqi92yH/s640/Screen+Shot+2012-06-20+at+9.26.18+AM.png" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Protect Pearce</td></tr>
</tbody></table>
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<i><br /></i></div>
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There are two things I’d like to
point out: First, the way the perspective switched from Pearce to Bixxel_44 is
an interesting way to transition from single player to multiplayer. Second,
Bixxel_44’s handler told him to track and protect “for now”. This opens up
several options for how the game could work. One that I thought would be
interesting is a city with an underground security organization or two that
tasks players with certain missions. Imagine different organizations set up
throughout the city that will pay you to collect information, track and protect
clients, plant viruses, etc. </div>
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<br /></div>
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The difference between
multiplayer and single player would depend on which missions you decide to take
and what decisions players make during the mission. For example, using lethal
force would lead to law enforcement getting involved which means Pearce would
need help to escape. The camera would zoom out to your multiplayer avatar and
you would receive your mission to protect him. Protecting him should be done in
a number of ways to provide the different players with different options.
Taking a non-lethal approach could lead to escaping by your own merits,
depending on the mission.</div>
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<br /></div>
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Single player missions would
obviously put you in the role of Aiden Pearce, but taking on any of the
contracts available in the city would put you in the role of the character that
you create from the ground up. Character creation could consist of you leveling
up and obtaining new gear, gadgets and skills that allow you to control more of
the city. Ubisoft could provide players with a 2-in 1 multiplayer experience,
providing co-op and competitive objectives at the same time. You will
essentially be working with other players to achieve a goal, say protecting
Pearce. However, at some point in the mission both A.I and other human players
with their own goals will combat you and your team.</div>
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<br /></div>
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If Ubisoft can manage to keep
multiplayer restricted, this game has the potential to be new and exciting. Let
me explain! Firstly, not all players will want this dynamic type of transition
into multiplayer. Therefore, players should have the option to play a straight
up single player campaign. In this instance, the player never loses control
over Pearce regardless of the decision made within missions. Players should be
able to make this choice early, perhaps at the start screen. They should also
be able to change this on the fly, perhaps in the options menu.</div>
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<br /></div>
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The second thing is players
should be limited in how they communicate. There shouldn’t be a lobby for
players to trash talk each other. I would completely eliminate the use of voice
chat as well. The reason for this would be to insinuate the objectives and make
players feel like they are playing single player but with a few anonymous
partners/enemies. The objective each player receives would be specific to that
player. For instance, if the player cap per team is 3. One player is tasked
with eliminating the enemies around Pearce, another is tasked with jamming the
A.I enemy’s communications and the third could maintain control of Pearce. Just
a thought!</div>
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<br /></div>
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The intriguing parts of this idea
are the different components to the experience. If a player decided they would
just like a standard single player experience, that option should be available.
However, the default option would be this dynamic multiplayer experience like
nothing I have ever played. I do not know what Ubisoft has planned for their
multiplayer, aside from what they’ve <a href="http://mp1st.com/2012/06/09/watch-dogs-blends-multiplayer-online-and-single-player-in-groundbreaking-ways-releases-in-2013/">given
away</a>. However, I do know that the possibility for something mind-blowing is
imminent. I would suggest keeping an eye on <i>Watch_Dogs</i>.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
So what did you think of my idea
for multiplayer? Would you opt out and prefer the standard? Do you have any
ideas for how multiplayer could play out in this game? Let me know in the
comments below and don’t forget to subscribe and follow the blog (see right
panel).</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
-GamerBloodline.</div>
<br />GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-5776943928326705582012-06-14T11:58:00.000-04:002012-06-14T11:58:08.862-04:00My Top 3 Most Anticipated Games from E3 2012, Part 3 of 3.<!--[if gte mso 9]><xml>
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<div align="center" class="MsoNormal" style="text-align: center;">
<b><span style="font-size: 14.0pt; mso-bidi-font-size: 12.0pt;"><i>Watch_Dogs</i><o:p></o:p></span></b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigPujg4r4dKkzUcWFMncnXu3Nnxef7zjsdGEEMu0iBwhXPCWHnZCKU4x7gTa26dBGRAEVyaxCpTcy1bhZhrAriSFB1cJiP4qWnajbZ0-WnddY4LR1B7l5g6MTzWxdcqJ-0BbZDkaW4L93I/s1600/WatchDogs_Logo_E32012_Whitetcm1953165.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="110" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigPujg4r4dKkzUcWFMncnXu3Nnxef7zjsdGEEMu0iBwhXPCWHnZCKU4x7gTa26dBGRAEVyaxCpTcy1bhZhrAriSFB1cJiP4qWnajbZ0-WnddY4LR1B7l5g6MTzWxdcqJ-0BbZDkaW4L93I/s400/WatchDogs_Logo_E32012_Whitetcm1953165.png" width="400" /></a></div>
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<i><br /></i></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Every year when E3 rolls around,
I am usually excited. However, it’s mostly for the showing of the big three
publishers. Sure EA, Activision and Ubisoft have some awesome experiences, but
the Sony, Microsoft & Nintendo’s line-ups are what usually dominate my
excitement leading up to the event. This year was a bit different. Sony managed
to give me two games to be excited for. One was a complete, yet welcomed
surprise (<i>Beyond: Two Souls</i>) and the
other, basically a confirmation of my steadily rising excitement (<i>The Last of Us</i>). When Ubisoft took the
stage at this year’s E3, I was expecting lots of awkward blabber and a showing
of some of their moneymaking franchises (Assassins Creed & Far Cry). I was
not expecting them to reveal a new IP that would actually send chills up my
spine, but that’s exactly what <i>Watch_Dogs</i>
did.</div>
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<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<i><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/Qs4OcQNOM34" width="560"></iframe></i></div>
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<br /></div>
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The premise of <i>Watch_Dogs</i> revolves around a computer
system (ctOS) that controls everything around us, including the cities we live
in. Ubisoft, with the above video poses the question, “If computers control our
cities, who controls the computers?” I was immediately hooked; they were
blurring the line between my reality and fantasy. These are the kind of
conspiracy theories I’ve debated about quite often in recent years. Don’t you
just love it when it all comes together? I do! </div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaZKdywX81_iGTRQTXAazUSMcc5Vbw9ZhxgiEOS2QHAAyFh6zUH_ZHGpk2VlgRZE2sFyrrIFHF0CDM8d040wHtXe4czIP8g7faoPljOM0xK6aftFRWRmbMSHVmqxuOsazCTvPtrZ1ldtcQ/s1600/watchdogs_screen_01tcm1953798.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaZKdywX81_iGTRQTXAazUSMcc5Vbw9ZhxgiEOS2QHAAyFh6zUH_ZHGpk2VlgRZE2sFyrrIFHF0CDM8d040wHtXe4czIP8g7faoPljOM0xK6aftFRWRmbMSHVmqxuOsazCTvPtrZ1ldtcQ/s640/watchdogs_screen_01tcm1953798.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The name's Pierce, Aiden Pierce.</td></tr>
</tbody></table>
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<i><br /></i></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Watch_Dogs</i> is an open-world, action adventure set in a
fictionalized version of Chicago. The game follows Aiden Pierce, an “anti-hero”
of sorts, who can take control of the city and use it as a weapon. I know what
you might be thinking, “an open-world city to explore”, hmm haven’t I played
this game like a <i>billion</i> times? Well,
I love games, but if you’ve played any game a billion times you probably no
longer have hands. Anyways, check out the gameplay below and if you are not
intrigued, then I guess I am wrong and I except defeat.</div>
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<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<i><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/7JcujYbctPk" width="560"></iframe></i></div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Was that club awesome or what? Did
you see that security guard get “handled”? What about when he saved that kid
from the Lion? Okay, so there was no Lion, but did you feel the vibe of this
game? How Aiden was able to get a bio of the NPC’s around him. They are not
just there, existing to fill the world; each person in the game has some sort
of back-story, a life if you will. The ways we will be able to interact with
the city and its inhabitants has me excited. I have a lot of information on my
phone; old voicemails, text messages, pictures, etc. I am willing to bet many
of you do as well. What do you think would happen if someone were able to walk
around with a device of their own and essentially hack-in to our devices to
siphon information from them? Let’s just say I’d rather be the guy doing the
hacking. </div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivckmWlbjDxVqN7fpO06_0mnsU7sBmnRI5bZVRlbTGkHJjLY2tyjFPLPl3LIW4tkAifGxO5IDTTuSSY4oN_B9adPf7-lwqrbFYMWmINn8UeU_2hlrMiJHfIMVh8_uc7FThM-NMRikX7ow-/s1600/watchdogs_screen_02tcm1953800.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivckmWlbjDxVqN7fpO06_0mnsU7sBmnRI5bZVRlbTGkHJjLY2tyjFPLPl3LIW4tkAifGxO5IDTTuSSY4oN_B9adPf7-lwqrbFYMWmINn8UeU_2hlrMiJHfIMVh8_uc7FThM-NMRikX7ow-/s640/watchdogs_screen_02tcm1953800.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: small;">Grand Theft Assassins from the makers of Splinter Cell</span></td></tr>
</tbody></table>
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<span style="text-align: justify;"><br /></span></div>
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Yes, you will still be using your
standard hand cannons and boom sticks to get the job done, but the on stage
demo shows both lethal and not-so-lethal means of combat. For example, wasn’t
that traffic pile-up insane, yet tactical? And what about his melee weapon? That
shows we can use non-lethal force, right? Let’s just hope Ubisoft gives us some
choice in the matter, which would just make this game even batter than it
already seems. This is a modern game, so you know there is multiplayer. I know
what you’re thinking, “something does not belong”, but I implore you to
remember the Demo. Remember how another character took over at the end of the
Demo? Well, that was another player. So, imagine the possibilities. </div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: small;">Everything is connected</span></td></tr>
</tbody></table>
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<br /></div>
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There are still many questions to
be answered about <i>Watch_Dogs</i>, but
this is what keeps us excited until the game actually comes out or more
announcements are made. Questions like, what the NPC’s information can be used
for as we learn about them? Also, and more importantly, when is this gaming
coming out? Speaking of which, that is the scary part. The demo was running on
a “high-end” PC, and is promised to release on PS3, 360 and PC in 2013.
However, many believe or more accurately fear, that this will be a “Next-Gen
title”. That would suck because it means we would have to wait longer to play
the game, but if it’ll look that gorgeous. Bring on the Next-Gen. Also, what
about Multiplayer? During the demo and interviews following the developers made
sure not to divulge any detailed information on Multiplayer. This is without a
doubt to keep us excited for their game, but can you blame them?</div>
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So what did you think of <i>Watch_Dogs</i>? Is this a game you could see
yourself playing? Are the apparent similarities to GTA a turn-off? I have
posted a few links below where journalists in the industry give their take on <i>Watch_Dogs</i>. These links contain a bit more
pieces of information on the game, especially the first one that gives some
insight on multiplayer. </div>
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Want more info on <i>Watch_Dogs </i>check out these links.</div>
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<a href="http://mp1st.com/2012/06/09/watch-dogs-blends-multiplayer-online-and-single-player-in-groundbreaking-ways-releases-in-2013/">MP1st</a>,
<a href="http://www.ign.com/articles/2012/06/12/why-watch-dogs-is-really-worth-watching?utm_campaign=ign+main+twitter&utm_source=twitter&utm_medium=social">IGN</a>,
<a href="http://kotaku.com/watch-dogs/">Kotaku</a></div>
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<br /></div>
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Also, check back here on
Wednesday as I describe what I hope to be <i>Watch_Dogs’</i>
Multiplayer experience. Trust me it’s awesome!</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
-GamerBloodline.</div>
<!--EndFragment-->GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-26978420592367183262012-06-11T14:11:00.000-04:002012-06-11T15:02:15.602-04:00My Top 3 Most Anticipated Games of E3 2012, Part 2 of 3<div class="separator" style="clear: both; text-align: center;">
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<b><span style="font-size: 14pt;">Beyond: Two
Souls<o:p></o:p></span></b></div>
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Number two on my Top 3 most anticipated
games from E3 2012 is without a doubt <i>Beyond:
Two Souls</i>. The only reason it isn’t number one on my list is that not much
is know about it, aside from it being developed by Quantic Dream- the creators
of <i>Heavy Rain-</i> and a few other
details that I’ll get to in a minute. <i>Heavy
Rain</i> is one of my favorite games of all time. The reason for this is the
attention the developers gave to the narrative and characters. For my opinion
on Heavy Rain, check out my <i>Heavy Rain
Review</i> post from yesterday.</div>
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What I do know about <i>Beyond: Two Souls</i> is that the story
follows the main character, Jodie Holmes, over 15 full years of her life and
that the story tells the tale of her connection to the “other side”. Fascinating,
right? This game has me very excited for
three important reasons. First and foremost, Quantic Dream is good at what they
do and that is to tell a compelling narrative that is sure to be gripping,
suspenseful and emotional. The second reason is the technology used to develop
the game. I would be remiss to describe in words what you must see for
yourself, but I assure you, you will be impressed with the Kara Tech Demo (see
below).</div>
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/JJeadq8XUEc" width="560"></iframe></div>
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Awesome right! Excited yet? Just in case you aren’t my third
reason, at least for now, should be enough to make you want this game as bad as
I do. Two words… Ellen Page! Combine Ellen Page’s acting ability with the
intriguing, emotional narrative, new game engine and studio the caliber of
Quantic Dream and what do you have? A gaming experience beyond anything we’ve
ever experienced. See what I did there? I just couldn’t help myself. Check out
the debut trailer of <i>Beyond: Two Souls</i>
below.</div>
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Also, be sure to check back Thursday for my third most
anticipated game of E3 2012. It’s a title I will be sure to keep a <i>Watch</i>ful eye on and you should too.</div>
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-GamerBloodline.</div>
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<br /></div>GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-38743141487353704622012-06-10T20:08:00.001-04:002012-06-10T20:42:45.891-04:00Heavy Rain Review<br />
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<b><span style="font-family: 'Times New Roman';">Heavy Rain<o:p></o:p></span></b></div>
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“How far would you go to save someone you
love?” That’s the tagline for <i>Heavy Rain</i>,
a psychological thriller developed by Quantic Dream. The game poses a question
that many of us take for granted. I am a victim of this and I am willing to bet
many of you are as well. <i>Heavy Rain</i> is
the kind of game that challenges you to stop and ask yourself; how far am I
willing to go to help a loved one?<o:p></o:p></div>
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What <i>Heavy
Rain</i> manages to do well is tell a strong narrative through its gameplay. It
does this by using a gesture-based control scheme so that you can really
empathize with the characters you control. In the game, you set out to save a
young boy who has been kidnapped. The beauty of the game is that all of the
decisions you make throughout the game really matter. Making bad decisions could
be life threatening; so if a character should perish in <i>Heavy Rain</i>, they are not playable for the remainder of the game. It
completely throws out the tried and true “Game Over” screen out of the window
and forces you to really think before you act. The one area where the game
falls short is in its difficulty, if you are playing reckless and without
regard for your decisions, the game is pretty lenient and allows room to
rebound from the mistakes. This can be remedied by playing on a higher
difficulty setting however.<o:p></o:p></div>
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<b>Heavy Rain
Gameplay Trailer<o:p></o:p></b></div>
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<i>Heavy Rain</i> has been
received well by critics and varies in success with players. This is true for
several reasons: the adult themes, the change in theme from the plethora of FPS
(First-Person Shooters) that flood the market, and its sophisticated controls
that add a deep sense of panic to the gameplay. One thing to note however is
the completion rate of the game. The developers have revealed it to be 70% as
opposed to the 20% completion rate of other games on the market. Quantic Dream
set out to challenge players to play a different type of game, with moral
themes and a thought provoking narrative. This undoubtedly lead led to its “M”
rating. The main audience for this title is adults who are willing to accept
the challenge and ready to embark on a journey not much unlike the ones we live
daily.<o:p></o:p></div>
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I think this game should be experienced by
anyone who appreciates an engaging narrative. It can be appreciated, not only
gamers, but also fans of cinema and other forms of narrative
entertainment. <i>Heavy Rain</i> is an important game because
we are all sons and daughters, sisters and brothers and mothers and fathers.
Above all else we are people and whether we admit to it or not, we effect one
another on several levels- be it a small interaction at the local supermarket
or a life changing event- we have an impact on each other's lives.<o:p></o:p></div>
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<i>Heavy Rain</i> does what many
other games fail to do. It leaves you contemplating your everyday life choices;
how you interact with people, the way others view you and the connections
formed with the people you meet. It forces you to question yourself and many
aspects of your being, it can also strengthen your beliefs of the way people
should be treated. Either way <i>Heavy Rain</i>
is an experience meant to challenge you mentally and dares you to answer the
question: How far would you go to save someone you love?<o:p></o:p></div>
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Did you play <i>Heavy Rain</i>? If so what do you think of the game?<o:p></o:p></div>
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<br /></div>
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-GamerBloodline.<o:p></o:p></div>
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<br /></div>
<!--EndFragment--></div>GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-82450620300373798232012-06-07T17:44:00.002-04:002012-06-07T17:44:23.375-04:00My Top 3 Most Anticipated Games from E3 2012, Part 1 of 3<!--[if gte mso 9]><xml>
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E3 is done! Though I was not present to
take it all the excitement and spectacle that is the Electronic Entertainment
Expo; I have been glued to my television and computer to stay abreast to any
and all developments. The event covered many games, among them a torrent of
sequels to some of the biggest games this generation: <i>Assassins Creed III, Dead Space 3</i>, and <i>Darksiders II</i> to name a few. The show also included showings from
franchises that gamers will be familiar with, yet offering a fresh coat of
paint; games like <i>Tomb Raider</i> and <i>DmC (Devil May Cry)</i>. Though this year’s show was filled with the
kinds of experiences we’ve already had, there were a few new titles that have
me intrigued and are without a doubt, my three most anticipated games. </div>
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<b><span style="font-size: 14.0pt; mso-bidi-font-size: 12.0pt;">The Last of Us<o:p></o:p></span></b></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgU_dUD0kqQ3z86DNx7J1ItBVgCUBh0Gjc7Npw0owpxnT2OlPnCzfvUvGoEYnMMLncy2k7xrhzW7OZv7HOJa3c7HFesrQ3mNBrEVQ4HpaDKPj8pF3GL2hLiJHrF1wVkOrfErxkzDj4R3XQN/s1600/TLoU.jpg" imageanchor="1"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgU_dUD0kqQ3z86DNx7J1ItBVgCUBh0Gjc7Npw0owpxnT2OlPnCzfvUvGoEYnMMLncy2k7xrhzW7OZv7HOJa3c7HFesrQ3mNBrEVQ4HpaDKPj8pF3GL2hLiJHrF1wVkOrfErxkzDj4R3XQN/s400/TLoU.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Can't wait</td></tr>
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<o:p> </o:p><span style="text-align: center;"> </span></div>
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I remember when the first trailer
for the game was released. It depicted an ant with spikes protruding from its
body, apparently infected with some sort of virus. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMgsJF5hUu_RKcWC94XQ2i-5bKIh18UYpfMGq80g4zziPmr0yAO0IhSfbCNQgQBEiYXBUH4iE39J8pl3Fgxdz_dBRLmNLpTcPzl4L50sdRzH_4qV3G4WrTNnTSYiYu9tmQlJ4154Shb1wT/s1600/TLOU_ant.jpg" imageanchor="1"><img border="0" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMgsJF5hUu_RKcWC94XQ2i-5bKIh18UYpfMGq80g4zziPmr0yAO0IhSfbCNQgQBEiYXBUH4iE39J8pl3Fgxdz_dBRLmNLpTcPzl4L50sdRzH_4qV3G4WrTNnTSYiYu9tmQlJ4154Shb1wT/s400/TLOU_ant.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Poor Ant</td></tr>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
The video was later updated but
remained mostly the same; still showing the poor creature crawling around on a
tree branch, but seconds later the screen goes black. We hear heavy breathing
and soon after, what sounds like a chain saw being revved up. The trailer ends
with a brief pant and loud scream from a female. The trailer immediately peaked
my interest and started to build anticipation of the game. The trailer can be
viewed on the game’s website <a href="http://thelastofus.com/">here</a> (be
sure to scroll over to the very last video). The second <a href="http://youtu.be/csubsCk86sw?hd=1">trailer</a> is also worth a view and is
equally vague, yet compelling and mysterious.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
At the 2011 VGA’s (Video Game
Awards), the studio behind the game was revealed to be Naughty Dog, the studio
behind the <i>Uncharted</i> Series. To me,
this meant the game was guaranteed to tell an immersive narrative with
interesting, well-crafted characters. At this point another trailer (see below)
was revealed confirming my assumptions and solidifying my excitement. </div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/qLGxubfC1Ik" width="560"></iframe></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
At E3, we finally saw gameplay
for my most anticipated game since… well since <i>Heavy Rain, </i>but more about that in part two. We play as Joel, a man
with a shaky past and tasked with escorting a young girl across the U.S. We’ve
experienced these types of games before; <i>Enslaved
Odyssey into the West</i> and 2008’s <i>Prince
of Persia</i> being among them. For the most part these games felt like we were
baby sitting and didn’t always tell a fulfilling story of how these characters
interact with each other and what effect player’s have on it.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Gameplay in The Last of Us is
expectedly brutal and suspenseful, but unlike games we’ve played in the past,
at least from what I’ve gathered from the demo. I will not spoil the demo;
instead I have posted it below and HIGHLY recommend
giving it a watch. If you can imagine a world in quarantine, nature retaking
what we’ve long inhabited and mankind on the brink of extinction, then I am
sure <i>The Last of Us</i> will impress.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/8ZYkj0glnqs" width="560"></iframe></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
What do you think of The Last of Us? Let me know in the
comments and come back on Monday for my second most anticipated title.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
-GamerBloodline.</div>
<!--EndFragment-->GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-40213583410376082572012-05-04T22:19:00.000-04:002012-05-04T22:19:17.347-04:00"A personal lesson in Game Scope"<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">I’ve recently
learned that the decision to adopt a position on the "scope" of a game is common in game design and development. Depending on the team, the experience and the
overall goals of a particular project- reducing the scope of a game </span><span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><i style="mso-bidi-font-style: normal;">later </i></span><span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">in the project could be a likely
choice. I would rather make the choice of </span><span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><i style="mso-bidi-font-style: normal;">setting
limits to the scope of a project early on</i></span><span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">.</span><br />
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">This in no way
means my intentions are to limit the project from day one- rejecting the many
ideas the team may have for the sake of a smaller and possibly easier game. In
fact, the many ideas are precisely the reason why I would prefer to set limits
early. I think the team would be
better off if we fail early and often. If we’re able to do so without wasting
too many valuable resources we will be better off. For example, if members of
the art team have a particular idea that they feel would really push the “look
and feel” of the game we are building, it would serve us best if we try out the
idea as early in development as possible. The artist could compile some
concepts and present them to the team. We would then make a decision early on
if the ideas were usable. This is
a good way to encourage communication and respect among the team as well.
Everyone’s ideas will be heard and tried then as a team we will decide what
stays and what is cut. <o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">This style I’ve
learned is called agile development. This excerpt from the supplied handout <i style="mso-bidi-font-style: normal;">Development Lifecycle </i>sums up it’s
meaning.<o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; margin-left: .5in; margin-right: .5in; margin-top: 0in;">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><i style="mso-bidi-font-style: normal;">Ag</i><i style="mso-bidi-font-style: normal;">ile development is characterized by modularity and
a frequent review of the state of the project, hence giving the team
"agility" to easily and quickly change direction if something isn't
working. At the same time, it provides product owners with the information they
need and the ability to see progress as it's being made.</i><i style="mso-bidi-font-style: normal;">
(Slyke, 2009, para. 20).<o:p></o:p></i></span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; margin-left: .5in; margin-right: .5in; margin-top: 0in;">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal" style="tab-stops: 6.0in;">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">“Frequent
review of the state of the project” stands out most to me. Frequent review
insinuates that it happens <i style="mso-bidi-font-style: normal;">often</i>, the
earlier the better. <o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">Setting limits
to the scope early includes: building prototypes of an idea or set of ideas and
testing them to see if they fit. If they work, we keep it and move on to the
next. If they don’t we scrap it and move on. This will also ensure that the
team’s time and resources and being spent efficiently. For instance, a certain
prototype is built for a level and the team feels that it’s a good fit, but also
thinks it should be tweaked a bit so the gameplay matches the look. We can move
on from that point, integrating the new elements and iterating the previous
steps to ensure it all works together. I think this is a lot less of a gamble
than building large portions of a game with hundreds of lines of code; hundreds
of hours spent on concept art, etc before finally playtesting it and finding
that none of it helps to create the product with the highest quality. That
would mean back to square one.<o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">I am completely
aware that many teams may choose to focus on scope towards the end of
development. I am also aware that this may be their preference. However, I feel
that in the best interest of the team and the project, making use of agile
development is the best way to ensure the maximum game quality is attained and
that is to set limitations early. <o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">GamerBloodline was here.</span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">References:<o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">
</span><br />
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">Slyke, B.V
(2009). <span style="color: black;">How a Game Gets Made: A Game's
Journey from Concept to Store Shelves. Retrieved on 7/5/2011 from <a href="http://www.gamecareerguide.com/features/745/features/745/how_a_game_gets_made_a_games_.php">http://www.gamecareerguide.com/features/745/features/745/how_a_game_gets_made_a_games_.php</a><o:p></o:p></span></span></div>
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">
</span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">Schell, J
(2008). The Art of Game Design: A Book of Lenses. Massachusetts: Morgan
Kaufmann Publishers.<o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">Waters, K
(2007). All About Agile: 10 Key
Principles of Agile Development. Retrieved on 7/5/2011 from <a href="http://www.allaboutagile.com/10-key-principles-of-agile-software-development/">http://www.allaboutagile.com/10-key-principles-of-agile-software-development/</a><o:p></o:p></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"><br /></span></div>
<div class="MsoNormal">
<span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;">Waters, K
(2007). All About Agile. Retrieved on 7/5/2011 from <a href="http://www.allaboutagile.com/agile-principle-10-no-place-for-snipers/">http://www.allaboutagile.com/agile-principle-10-no-place-for-snipers/</a></span><span class="Apple-style-span" style="font-family: 'Times New Roman';"><o:p></o:p></span></div>GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-47553988510072338312012-01-23T21:26:00.000-05:002012-01-23T21:26:08.767-05:00"2 Games, 1 Genre"<!--[if !mso]> <style>
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<div class="MsoNormal" style="text-align: justify; text-indent: .5in;">Survival-Horror is a genre that aims to shock players and build tension within its gameplay. In a nutshell they are action games. Still, their purposes are alike. However, simply because two games are of the same genre doesn’t mean their <i style="mso-bidi-font-style: normal;">gameplay</i> will be identical.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">In <i style="mso-bidi-font-style: normal;">Dead Space 2</i>, you are tasked with ridding the world of the Necromorph. To do this you must successfully navigate the environment while strategically dismembering your enemies, limb by limb. Navigation in <i style="mso-bidi-font-style: normal;">Dead Space</i> 2 is pretty simple, you push up (forward) on the left thumb stick to move and the right thumb stick controls the camera (and your aim). If you are lost, you can click on the right thumb stick, which reveals an illuminated line on the floor that directs you to your next objective (navigation beacon). Shooting works much like you’d expect, you aim with L1 (L Trigger on 360) and fire with R1 (R Trigger on 360). </div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsNMGcVyGEzcuCS8FHdyl9F0KE8bRW7bJrpBluv73JK5QObeoVh2fjOB7slNM6eJXuSzbmq_yi6MrcbySsNhBQr3vjue_ufuX6kzPl_B41NHhe8C8LG6C5vu8JZMPuE8t4a_d0uIVJ8VQC/s1600/Dead+Space.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="380" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsNMGcVyGEzcuCS8FHdyl9F0KE8bRW7bJrpBluv73JK5QObeoVh2fjOB7slNM6eJXuSzbmq_yi6MrcbySsNhBQr3vjue_ufuX6kzPl_B41NHhe8C8LG6C5vu8JZMPuE8t4a_d0uIVJ8VQC/s640/Dead+Space.png" width="640" /></a></div><div class="MsoNormal"><br />
</div><div align="center" class="MsoNormal" style="text-align: center;"><!--[if gte vml 1]><v:shapetype
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o:title="Slide1"/> </v:shape><![endif]--><!--[if !vml]--><!--[endif]--></div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">In <i style="mso-bidi-font-style: normal;">Dead Space 2</i>, you play as a mining engineer who wears a heavy “space suit” uniform, so you are not very agile. However, you do have access to a few melee moves. Including a vicious stomp and a powerful right cross. The enemies attack in waves and usually spawn from vents within the ship. To defeat the enemies you must strategically dismember them. <i style="mso-bidi-font-style: normal;">Headshots </i>are not important in <i style="mso-bidi-font-style: normal;">Dead Space 2</i>, the dominant strategy would be to cut off their legs, which causes them to crawl towards you and often slows them down. Cutting off their arms first also works, especially for weaker enemies. You can use your kinesis ability to pick up their sharp appendages and use it as a projectile- sticking the enemies to walls. Another ability to use is the stasis ability; you can use it to slow down the faster enemies, which aids in lining up those crucial shots.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">In <i style="mso-bidi-font-style: normal;">Alan Wake, </i>you play as the title character; a writer who is caught up in his own story that has come to life. <span style="mso-spacerun: yes;"> </span>The darkness is your enemy in Alan Wake and to defeat it you will need to stay in the light. The weapons at your disposal are of the typical variety: Pistols, shotguns, rifles, etc. However, the most important weapon in Alan Wake is the light. You find yourself in the forest at night with only a flashlight and a pistol. You must navigate the environment around you while avoiding the dangers. Your flashlight is a powerful weapon, but your battery life is limited. The HUD consists of a compass that assists you in finding your way to your objectives.</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBD4GUiFt0J13CY-Gus55R_dVHcs3JuFNfJtMET9n2-Jup4ba-FOqfvjrxfHKqzRFDuCMuhhUod7sIXA5TKkkN7Mx-gM5ObCDEm0gaX9f-gxWpA2RRfDwQ40fhManV8tcShPnxtvokMCTA/s1600/Alan+Wake.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="353" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBD4GUiFt0J13CY-Gus55R_dVHcs3JuFNfJtMET9n2-Jup4ba-FOqfvjrxfHKqzRFDuCMuhhUod7sIXA5TKkkN7Mx-gM5ObCDEm0gaX9f-gxWpA2RRfDwQ40fhManV8tcShPnxtvokMCTA/s640/Alan+Wake.png" width="640" /></a></div><div align="center" class="MsoNormal" style="text-align: center;"><!--[if gte vml 1]><v:shape
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</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">When you are facing enemies you must repel the darkness that protects them like a shield and then finish them off with a shot from your firearm. Left trigger boosts the light in the direction of the enemy- effectively blinding them and slowing them down. Holding the light on them for a few seconds takes down their shield of darkness, leaving them ripe for the kill shot. The enemies carry weapons of their own that they often throw at you. Thankfully, there is a dodge mechanic at your disposal that you can use to get out of the way of on-coming projectiles. </div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">There are also various enemy types that come at you out of the darkness. Some are small, some are big and others are fast. Defeating them requires you adapt your strategy while conserving ammo and batteries packs. Other weapons at your disposal are flares; flash bang grenades that explode in a flash of light defeating all enemies in the vicinity and a powerful flare gun that acts as a grenade launcher. There is no melee combat mechanic in Alan Wake. Instead, if you are out of ammo and/or down to your last battery you must run away from your enemies to find the nearest light source. Light sources can be a street light, a power generator or any brightly lit town area. Streetlights serve as check points in Alan Wake and they also refill your health meter. The dominant strategy in Alan Wake is to know your surroundings, like taking a look around when you enter a new area. Look for light sources- they are the key to survival.</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">Both <i style="mso-bidi-font-style: normal;">Dead Space 2</i> and <i style="mso-bidi-font-style: normal;">Alan Wake</i> share many gameplay similarities. Both characters are trapped in a living nightmare and must use all resources at their disposal to fend off their enemies. The similarities don’t stop there; both titles have some elements of environmental puzzle. These include hacking through a security door in <i style="mso-bidi-font-style: normal;">Dead Space 2</i> and operating construction machinery to clear a path in <i style="mso-bidi-font-style: normal;">Alan Wake</i>. In <i style="mso-bidi-font-style: normal;">Dead Space 2</i>, you must dismember your enemies if you hope to survive the onslaught and you can use their sharp limbs as weapons to conserve ammo. <i style="mso-bidi-font-style: normal;">Alan Wake</i> differs slightly in this respect. Conserving ammo is still important, however, running is just as good a strategy as any. <i style="mso-bidi-font-style: normal;">Alan Wake</i> has a stamina system in place where your character becomes fatigued after running a few yards, whereas is <i style="mso-bidi-font-style: normal;">Dead Space 2</i> you can hold down a button and sprint continuously as long as the button is held. </div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;"><br />
</div><div class="MsoNormal" style="text-align: justify; text-indent: .5in;">This changes gameplay because you have to be more aware of the environment around you. If there are various enemies pursuing you and you are low on ammo and/or batteries, you can make a break for a nearby light source. The dodge mechanic works especially well in these scenarios as well. In <i style="mso-bidi-font-style: normal;">Alan Wake</i>, you will often feel that the odds are against you. You have no tangible navigation system- aside from the compass and traversing the forest environments often means enemy encounters. Using light is crucial because if you do not shine light on the enemy your bullets are useless. This is the major differentiating element that separates the two games. In <i style="mso-bidi-font-style: normal;">Alan Wake</i>, you will not survive the adventure without consciously using “the light” to your advantage. In <i style="mso-bidi-font-style: normal;">Dead Space</i> 2, you have many other means to disposing of your enemy than just bullets. There’s your stasis and kinesis abilities provided by your suit (rig) and your melee stomp and right cross attacks. This removes the focus of the core element of gameplay- <i style="mso-bidi-font-style: normal;">Strategic Dismemberment, </i>and places the focus on just pure action and combat. <i style="mso-bidi-font-style: normal;">Alan Wake</i> keeps its emphasis on its core mechanic, the <i style="mso-bidi-font-style: normal;">Light</i> by using the environment, the enemies and combat to encourage and promote its gameplay mechanics.</div><div class="MsoNormal" style="text-align: left; text-indent: 0.5in;"><br />
</div><div class="MsoNormal" style="text-align: left; text-indent: 0.5in;">-GamerBloodline.</div><!--EndFragment-->GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-68849824543019374952012-01-23T21:15:00.000-05:002012-01-23T21:15:28.338-05:00"News of the Week" (1/16-1/22)Check out my top 5 pieces of news from last week.<br />
<br />
Enjoy,<br />
GamerBloodline.<br />
<br />
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<div class="MsoNormal"><a href="http://ps3.ign.com/articles/121/1216590p1.html" target="_blank">Why Ninja Theory’s New Devil May Cry is a good thing.</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"> <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:Zoom>0</w:Zoom> <w:TrackMoves>false</w:TrackMoves> <w:TrackFormatting/> <w:PunctuationKerning/> <w:DrawingGridHorizontalSpacing>18 pt</w:DrawingGridHorizontalSpacing> <w:DrawingGridVerticalSpacing>18 pt</w:DrawingGridVerticalSpacing> <w:DisplayHorizontalDrawingGridEvery>0</w:DisplayHorizontalDrawingGridEvery> <w:DisplayVerticalDrawingGridEvery>0</w:DisplayVerticalDrawingGridEvery> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:DontGrowAutofit/> <w:DontAutofitConstrainedTables/> <w:DontVertAlignInTxbx/> </w:Compatibility> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="276"> </w:LatentStyles> </xml><![endif]--> <!--[if gte mso 10]> <style>
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</style> <![endif]--> <!--StartFragment--> </div><div class="MsoNormal"><a href="http://games.ign.com/articles/121/1216599p1.html" target="_blank">2012 Gaming Resolutions! What’s yours?</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"> <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:Zoom>0</w:Zoom> <w:TrackMoves>false</w:TrackMoves> <w:TrackFormatting/> <w:PunctuationKerning/> <w:DrawingGridHorizontalSpacing>18 pt</w:DrawingGridHorizontalSpacing> <w:DrawingGridVerticalSpacing>18 pt</w:DrawingGridVerticalSpacing> <w:DisplayHorizontalDrawingGridEvery>0</w:DisplayHorizontalDrawingGridEvery> <w:DisplayVerticalDrawingGridEvery>0</w:DisplayVerticalDrawingGridEvery> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:DontGrowAutofit/> <w:DontAutofitConstrainedTables/> <w:DontVertAlignInTxbx/> </w:Compatibility> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="276"> </w:LatentStyles> </xml><![endif]--> <!--[if gte mso 10]> <style>
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</style> <![endif]--> <!--StartFragment--> </div><div class="MsoNormal"><a href="http://blog.us.playstation.com/2012/01/16/introducing-playstation-networks-12-for-12-ps3-game-sale/" target="_blank">Check out PSN’s “12 for’12” discount special.</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"> <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:Zoom>0</w:Zoom> <w:TrackMoves>false</w:TrackMoves> <w:TrackFormatting/> <w:PunctuationKerning/> <w:DrawingGridHorizontalSpacing>18 pt</w:DrawingGridHorizontalSpacing> <w:DrawingGridVerticalSpacing>18 pt</w:DrawingGridVerticalSpacing> <w:DisplayHorizontalDrawingGridEvery>0</w:DisplayHorizontalDrawingGridEvery> <w:DisplayVerticalDrawingGridEvery>0</w:DisplayVerticalDrawingGridEvery> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:DontGrowAutofit/> <w:DontAutofitConstrainedTables/> <w:DontVertAlignInTxbx/> </w:Compatibility> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="276"> </w:LatentStyles> </xml><![endif]--> <!--[if gte mso 10]> <style>
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</style> <![endif]--> <!--StartFragment--> </div><div class="MsoNormal"><a href="http://www.gameinformer.com/b/news/archive/2012/01/17/max-payne-3-delayed.aspx" target="_blank">Max Payne 3 Delayed… by 2 months.</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"> <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:Zoom>0</w:Zoom> <w:TrackMoves>false</w:TrackMoves> <w:TrackFormatting/> <w:PunctuationKerning/> <w:DrawingGridHorizontalSpacing>18 pt</w:DrawingGridHorizontalSpacing> <w:DrawingGridVerticalSpacing>18 pt</w:DrawingGridVerticalSpacing> <w:DisplayHorizontalDrawingGridEvery>0</w:DisplayHorizontalDrawingGridEvery> <w:DisplayVerticalDrawingGridEvery>0</w:DisplayVerticalDrawingGridEvery> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:DontGrowAutofit/> <w:DontAutofitConstrainedTables/> <w:DontVertAlignInTxbx/> </w:Compatibility> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="276"> </w:LatentStyles> </xml><![endif]--> <!--[if gte mso 10]> <style>
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</style> <![endif]--> <!--StartFragment--> </div><div class="MsoNormal"><a href="http://www.gameinformer.com/b/news/archive/2012/01/17/starhawk-release-date-announced.aspx" target="_blank">StarHawk has a release date. I’m excited.</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><br />
</div><!--EndFragment--><br />
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<!--EndFragment-->GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-11251772891144744382012-01-16T11:00:00.000-05:002012-01-16T11:00:48.006-05:00"Food for Thought"<div>Check out the video below for some insight on Graphics and Aesthetics.</div><div><br />
</div><div>As always leave any thoughts in the comments section below.</div><div><br />
</div><div>Enjoy,</div><div>GamerBloodline.</div><div><br />
</div><div><br />
</div><div style="background-color: black; width: 520px;"><div style="padding: 4px;"><embed allowfullscreen="true" allowscriptaccess="always" base="." flashvars="" height="288" src="http://media.mtvnservices.com/mgid:moses:usermovie:gametrailers.com:357632" type="application/x-shockwave-flash" width="512"></embed><div style="background-color: white; font-family: Arial, Helvetica, sans-serif; font-size: 12px; margin-bottom: 0px; margin-top: 4px; padding: 4px; text-align: left;">Get More: <a href="http://www.gametrailers.com/">GameTrailers.com</a>, </div></div></div>GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-27785533200452751772011-12-05T19:38:00.000-05:002011-12-05T19:38:45.677-05:00"News of the Week" (11/28-12/4)<!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--><!--[if gte mso 9]><xml> <w:WordDocument> <w:Zoom>0</w:Zoom> <w:TrackMoves>false</w:TrackMoves> <w:TrackFormatting/> <w:PunctuationKerning/> <w:DrawingGridHorizontalSpacing>18 pt</w:DrawingGridHorizontalSpacing> <w:DrawingGridVerticalSpacing>18 pt</w:DrawingGridVerticalSpacing> <w:DisplayHorizontalDrawingGridEvery>0</w:DisplayHorizontalDrawingGridEvery> <w:DisplayVerticalDrawingGridEvery>0</w:DisplayVerticalDrawingGridEvery> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:DontGrowAutofit/> <w:DontAutofitConstrainedTables/> <w:DontVertAlignInTxbx/> </w:Compatibility> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="276"> </w:LatentStyles> </xml><![endif]--> <!--[if gte mso 10]> <style>
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<div class="MsoNormal">Hello again,</div><div class="MsoNormal"><br />
</div><div class="MsoNormal">In case any of you missed them, these are some noteworthy pieces of news I read last week.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal">Enjoy,</div><div class="MsoNormal">GamerBloodline.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><a href="http://ps3.ign.com/articles/121/1213409p1.html" target="_blank">Sony’s own Smash Bros. Style fighting game in the works –IGN</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><a href="http://kotaku.com/5863657/ea-wants-to-make-a-dead-space-first+person+shooter-and-more" target="_blank">A Dead Space FPS?!? –Kotaku</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><a href="http://ps3.ign.com/articles/121/1213907p1.html" target="_blank">New PS3 Exclusive! -IGN</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><a href="http://kotaku.com/5864934/signs-point-to-command--conquer-alliances-as-biowares-big-vga-announcement" target="_blank">What does Bioware have up their sleeves for the VGA’s? -Kotaku</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><a href="http://xbox360.ign.com/articles/121/1213573p1.html" target="_blank">Get caught up with NEXT-BOX (Next-Gen XBOX) Rumors –IGN</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><a href="http://ps3.ign.com/articles/121/1213892p1.html" target="_blank">Heavy Rain: By the Numbers- IGN</a></div><!--EndFragment-->GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-77863792789546022182011-12-05T19:26:00.000-05:002011-12-05T19:26:52.785-05:00“New and Exciting Things”<div class="MsoNormal" style="text-align: justify;">What’s up everyone?</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">It’s been a little while since my last post, but my absence hasn’t been without reason. I have been compiling ideas for different types of content to bring to <i style="mso-bidi-font-style: normal;">All Things Gaming with GamerBloodline</i>. </div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Notice the Poll on the top-right panel? Of course you did! </div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Every Monday, I will be posting a new <i style="mso-bidi-font-style: normal;">“Poll of the Week”</i> for everyone to vote on. Today is the first, but definitely not the last. Every Friday, I will move the poll results into a post for everyone to comment on and discuss. </div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Also, I will be posting links to my favorite news stories from websites I’ve visited throughout the week. These posts will be entitled <i style="mso-bidi-font-style: normal;">“News of the Week”</i> and will basically contain links to 5-10 noteworthy stories or features that I believe should be read.</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0in; text-align: justify;">On the second Wednesday of every month, I will post the <i style="mso-bidi-font-style: normal;">“Feature of the Month”</i>. These features could be any of the following:</div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0in; text-align: justify;"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0in; text-align: justify;"><b style="mso-bidi-font-weight: normal;">My Game Design Journey</b>: Journal entries from my Game Design</div><div class="MsoNormal" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;">Notebook, chronicling my experiences in the industry thus far;</div><div class="MsoNormal" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoNormal" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;">Game Reviews</b>: The topic speaks for itself;</div><div class="MsoNormal" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoNormal" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;">Two Games, One Genre</b>: I assess two games within one specific</div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;">genre, detailing how one genre can provide two completely different</div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;">experiences;</div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoListParagraphCxSpFirst" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;">Game Analysis</b>: Anatomy of a Video Game</div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;">Narrative vs. Mechanics</b>: I assess a specific title, detailing whether</div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;">or not the game’s mechanics (gameplay) and Narrative (story/plot)</div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;">are aligned;</div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b style="mso-bidi-font-weight: normal;">Impressions</b>: I give impressions of a title after 60 minutes of play.</div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><br />
</div><div class="MsoListParagraphCxSpLast" style="margin-left: 0.25in; text-align: justify; text-indent: -0.25in;"><b>Much more to come!</b></div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">So that’s it for now. As you can see, there will be more content coming soon. Don’t forget to follow me on <a href="http://twitter.com/#!/GamerBloodline" target="_blank">Twitter</a> for access to the people helping me to hone my craft and industry vets who dish out valuable information and debunk rumors. Also, subscribe to the blog to stay connected to all the great stuff on the horizon and cool ideas I haven’t thought of yet.</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Don’t forget to participate in the Poll of the Week! Let your voice be heard and come back on Friday to discuss it with others. Also, check back later for the <i style="mso-bidi-font-style: normal;">“News of the Week” </i>post and comments are always welcomed.</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Until next time,</div><div class="MsoNormal" style="text-align: justify;">GamerBloodline.</div>GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-54126045154878705082011-11-18T21:00:00.000-05:002011-11-18T21:00:17.638-05:00"For the LOVE of Gaming"Gamers,<br />
<br />
Do you remember your first love? The late night sessions? The early morning quickies?<br />
Come on be honest, you know what I'm talking about. I remember mine.<br />
<br />
Now imagine if you had a partner to do it with. A player two! Check out the video below and imagine your player two.<br />
<br />
-GamerBloodline was here.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/7u_YYlXY0mU" width="560"></iframe><br />
<br />
<br />
Subscribe to <a href="http://www.youtube.com/user/tuanews">Danny Weissner's YouTube Channel</a> for more!GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-3038777892805638242011-11-16T22:18:00.000-05:002011-11-16T22:18:33.091-05:00I'm Back,<br />
<br />
I wanted to share this link with you all. It brought tears to my eyes, well... kind of. Just watch it!<br />
<br />
Oh yeah, how many characters can you name?<br />
<br />
<a href="http://www.youtube.com/watch?v=mdWkKKSckNk#">http://www.youtube.com/watch?v=mdWkKKSckNk#</a><br />
<br />
GamerBloodline was here.GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.comtag:blogger.com,1999:blog-3098261657888163783.post-55539010279494820392011-11-14T19:51:00.002-05:002011-11-14T20:14:00.976-05:00Hello and Welcome!Hello all and welcome to <i style="mso-bidi-font-style: normal;">All Things Gaming with GamerBloodline</i>,<br />
<div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">A little about me:</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">I have been playing video games since I could remember and I am sure many of you can relate. I like to fancy myself a hardcore gamer, not because I can spend 40-60 hours a week playing games, which I can with ease. Also, not so I can claim to be an encyclopedia of games, which I am not. I am a hardcore gamer because I am truly immersed in the medium. I want to see what the industry can accomplish. This is one of the reasons I am attending school to design games of my own.</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Why I created this Blog:</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">I created this blog with the intention of building relationships with other Gamers. I am not an industry journalist, nor do I have any insight on industry secrets. However, I have a passion for video games and the gaming industry as a whole. The purpose of this blog is to share that passion with others like myself. I will provide links to popular industry news and rumors, give my impressions on new releases, game demos and betas (Consoles/handheld/mobile). Additionally, I will occasionally have giveaways, member polls, fun trivia and much more. Are you excited? I sure am. </div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Don’t for subscribe to the blog, exciting things are on the horizon. Also, follow me on twitter for access to industry vets, gaming news sites and some of the instructors helping to shape my future as a game designer.</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">Until Next time,</div><div class="MsoNormal" style="text-align: justify;"><br />
</div><div class="MsoNormal" style="text-align: justify;">GamerBloodline was here.</div>GamerBloodlinehttp://www.blogger.com/profile/05903636084103391610noreply@blogger.com