Saint
Member since: Feb 23rd, 2006
Saint's Latest Comments
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| Blog | # of Comments |
|---|---|
| Joystiq | 13 Comments |
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Next-gen Kinect sensor unveiled for Xbox One, paired with 'every' system
Posted on May 21st 2013 1:27PM

August brings Metroid and Super Metroid to Virtual Console
Aug 10th 2007 8:11AM (Joystiq)The Darkness delayed for Euro PS3 until July 20
Jun 25th 2007 6:34AM (Joystiq)That being said, I don't think crap games being Euro-only has anything to do with how stringent they are on submission. If the games were intended for US release, I find it very hard to believe that the publishers would give up access to the biggest market instead of just fixing the bugs reported in submission. The submission testing doesn't really cover the 'quality' of the game anyway, as long as it doesn't crash and interfaces with the user/hardware in the way the console manufacturer intended, you're good to go.
The Darkness delayed for Euro PS3 until July 20
Jun 25th 2007 2:40AM (Joystiq)VU boss: "no creativity" in today's games
Jun 26th 2006 2:03PM (Joystiq)D(S)-Day: DS Lite storms European retailers
Jun 23rd 2006 3:50PM (Joystiq)Gotta love that Power Paintbrush, thou'
Wiimote controller or Xbox Live? Which is the bigger innovation?
May 4th 2006 5:37AM (Joystiq)Given this, the real question is "which was more clever to bring into the console-gaming mainstream"? The Wiimote is certainly more daring as it wasn't based on a tried-and-true concept for a similar market (the PC gaming market). But XBox Live was a lot safer and financially more clever choice, so it depends on your standpoint.
I personally prefer the Wiimote, but then again, I have only played a few Halo2 matches in the year and a half I've been a registered Live user, so I may be the wrong audience.
Ex-Gizmondo exec arrested, faces grand theft charges
Apr 10th 2006 11:51AM (Joystiq)Ad critic: Hitman ad titillates, but is it a murder/sex sim?
Apr 7th 2006 10:39AM (Joystiq)The ad itself reminds me of the "Absolut" commercials, though with a little more humour and a little less style. Still a very good ad, though. What I am getting at is that this is the *perfect* advert for this game, morally responsible or not. There exists worse cases of both death/violence and sex/nudity in even more easily accesible media, and I don't think that this particular image should take the blame just because it is done well enough to get through.
I do not advocate pushing the limits of the freedom of expression just because you can. But I don't think censorship is the answer if the message gets diluted, either. If we cannot stand up and defend the "good" examples in the violence debate, then there's no real point in defending the freedom at all.
Grow your own 1up mushrooms
Mar 31st 2006 1:30PM (Joystiq)... I am so getting three screened sphorbs, by the way. Can't believe we are still using ordinary sphorbs in this day and age.
Comment of the month
Mar 30th 2006 9:03AM (Joystiq)First of all, I don't think the programmers should be blamed for *everything* as it is just as easy, if not easier, to get hired as a modeler, texture artist or level designer at entry level positions (with a possible exception in companies that do a lot of outsourcing). The real problem is in the lead design since almost all of those are recruited from inside the company, or from other companies.
I would also like to point out that while "hard science tends to limit creativity", it can just as often induce creativity and spark new ideas. The reason games actually improve even though the platforms remain unchanged (say, over the 5-year lifetime of a console) is because people constantly work on figuring out new ways to use the hardware. Most of the time, this means a better audiovisual experience, but sometimes new concepts and ideas appear due to technical innovation. Just look at http://www.experimentalgameplay.com to see some very good examples of how simple scientific ideas spawned entertaining games (although I guess it can be argued it didn't really take a programmer to come up with most of those).
And finally, the real "problem" with the programmer is that everything get filtered through his interpretation of the design decision. Most inexperienced designers have a very good idea of the "What", how they want the game to play and how the player should feel, but they don't know *how* to achieve this through interactive media. Not having a complete task at hand, any programmer/artist can only assume that they should do the missing parts "as usual". From this viewpoint, having someone unfamiliar with games be in charge of design would actually produce a *less* creative game (and this has happened a number of times).
Again, I am not taking a stand against LaughingTarget's point, I'm just saying "It's not that simple", even if you count out the unwillingness of publishers to invest in new ideas.