The Goggles, They Do Everything

I’m sure it’s happened to you: you’re playing a game and you come across a weapon, or ability, or game mechanic that you just love, and you wish you could use it all the time. Only you can’t, because the developer has placed restrictions on it in the name of balance. It’s understandable that you can only use the Super Gravity Gun at the end of Half-Life 2, it being the most powerful weapon in the game. Valve know that restricting its usage makes it more fun to unleash on the Combine.

Where does the designer’s responsibility for making a game fun end, and the player’s begin? Should the player be given full reigns over the available tools or should the designer limit them? Greg Miller at IGN raises this question using a recent example, the detective vision mode in Rocksteady’s Batman: Arkham Asylum. The mode enhances Batman’s vision, allowing him to use his detective skills and analyse his surroundings. At the touch of a button, a blue visor covers the screen and renders the environment in flat shapes in order to help highlight important details like vent covers and enemies. The mode can be activated at any time and for however long as the player wishes; moreover, it lets the player see through walls and points out key information like whether enemies are armed, if a wall is destructible, and so on. Sounds like a win button, doesn’t it?

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The End of a Decade

This year was a curious one, and I don’t mean to refer to the VG industry alone: 2009 was, after all, the first full year of The Slowdown for us three, and boy, it sure went past real fast. For various reasons, this year has also been a very trying one for each of us, yet we were still able to find the time and enthusiasm to write and post together. Taking up writing, I’m certain, has only worked to enhance our enthusiasm and interest in the medium. As if to commemorate the very end of the decade, though, my relatively recent motherboard had to be shipped over to Germany for replacement recently.

You’ve probably also noted how we’ve yet not engaged ourselves in the “best of” discourse, at all; we enjoy making lists just as much as the other guy, sure, but perhaps unsurprisingly also tend to get over-analytical and –intellectual with the concept.

Slowdown Boys

Therefore, as our final post of the year, the three of us have jotted down our personal lists of the decade. The simple rule was not to make it too difficult for ourselves. Therefore, I have sought to paint an impression of the zeitgeist, warts and all. Very subjective. Nabeel wanted to paint a portrait of himself as gamer, and Richard hoped to be accurate and inclusive. The games listed below have not been included based on their perceived merits or qualities; instead, we selected them with the aforementioned focuses in mind.

All three free-form lists after the jump. Here’s to a new gaming decade, everyone!

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