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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Branching Dialogue: Tales of Bat-Mania (or: Why Arkham Asylum is an RPG)]]></title><link>http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/</link><guid isPermaLink="true">http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/</guid><comments>http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/#comments</comments><description><![CDATA[<span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a <strike>weekly</strike>, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.</font></span>
<div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2009/09/battales.jpg" alt="" /><br /></div>
One of the most irritating outcomes of role playing, often exhibited in games far removed from that genre, is when you're forced to play dumb. You'll recognize the phenomenon as the shimmering, insultingly obvious trapdoor that must be trampled in order to trigger the next cutscene or event. You may have outsmarted the game by spotting a literal hole in the plot, but the inflexible narrative can only reward those who blindly play the role -- the role usually being that of a flustered <a href="http://www.youtube.com/watch?v=dddAi8FF3F4">Admiral Ackbar</a>.<br /><br />It's even worse when you're <span style="font-style: italic;">supposed</span> to be Batman. After using one of <span style="font-style: italic;">Arkham Asylum</span>'s most integral tools to spot a gang of goons lying in ambush, I was thoroughly annoyed when there seemed to be no alternative route toward the next objective and no acknowledgment of my foresight. I had to knowingly steer the world's greatest detective into a trap -- and he didn't even flinch. Only moments later did I realize that Batman was the one setting the trap, his calm demeanor hiding more intelligence than inattentiveness. In fact, had I not thought to use the all-seeing detective vision, Batman would have likely outsmarted me. <span style="font-style: italic;">And I'm the player, dammit</span>. <br /><br />Though applying a simple label to a complex work such as <a href="http://www.joystiq.com/tag/batman-arkham-asylum"><span style="font-style: italic;">Batman: Arkham Asylum</span></a> is unnecessary, it's useful in exploring why the developers at Rocksteady Studios are not only <a href="http://www.joystiq.com/2009/08/26/stumbling-towards-greatness-a-batman-retrospective/">the first</a> to make a genuinely good Batman game, but the first to actually ... make a Batman game. If I have to call it something (outside of "awesome," which I'm sure you're all sick of hearing), I'd call it a role-playing game. And not just because of the turn-based combat and unskippable summon animations!<p><a href="http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/" rel="bookmark">Continue reading <em>Branching Dialogue: Tales of Bat-Mania (or: Why Arkham Asylum is an RPG)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/">Branching Dialogue: Tales of Bat-Mania (or: Why Arkham Asylum is an RPG)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 08 Sep 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19153257/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/09/08/branching-dialogue-tales-of-bat-mania-or-why-arkham-asylum-is/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arkham-asylum</category><category>batman</category><category>batman-arkham-asylum</category><category>branching-dialogue</category><category>Microsoft</category><category>rocksteady</category><category>rocksteady-studios</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Tue, 08 Sep 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Branching Dialogue: Don't shoot, or I'll move! (A Resident Evil 5 defense)]]></title><link>http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/</guid><comments>http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/#comments</comments><description><![CDATA[<div align="left"><span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a <strike>weekly</strike>, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.</font></span></div>
<div align="center"> <img width="580" vspace="4" hspace="0" height="327" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/resident-evil-5-suspicious-herbs.jpg" /><br /></div>
<span style="float: right; margin-left: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/gaming_news/In_defense_of_Resident_Evil_5_s_controls'; </script> <script src="http://digg.com/api/diggthis.js"></script></span> Somebody in Capcom's offices has a mountain of undeserved hate mail in his inbox. If the frequency and causticity of online discussion is anything to go by, <a href="http://www.joystiq.com/tag/resident-evil-5"><em>Resident Evil 5</em></a>'s Controls Guy (technical term) has surely become the target of office vandalism, or at least a wall full of passive aggressive post-it notes. <a href="http://multiplayerblog.mtv.com/2009/01/28/re5-more-like-dead-space/">In case you hadn't heard:</a> Implausibly beefy protagonist Chris Redfield can't move and shoot at the same time. Nice going, incompetent Controls Guy!<br /> <br />Ignoring this minor incongruity with the survival-horror's commitment to plausibility and sturdy logic, I think a lot of the discussion has merit, especially in a genre which has <a href="http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/">done much</a> to <a href="http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/">modernize itself</a> in the last year. There is one sticking point in this move-and-mow-down debate, however: Poor Controls Guy has nothing to do with it. Leave him alone!<p><a href="http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/" rel="bookmark">Continue reading <em>Branching Dialogue: Don't shoot, or I'll move! (A Resident Evil 5 defense)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/">Branching Dialogue: Don't shoot, or I'll move! (A Resident Evil 5 defense)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 09 Feb 2009 17:01:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1451418/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/09/branching-dialogue-dont-shoot-or-ill-move-a-resident-evil/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>branching-dialogue</category><category>Capcom</category><category>Resident-Evil</category><category>Resident-Evil-5</category><category>survival-horror</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 09 Feb 2009 17:01:00 EST</pubDate></item><item><title><![CDATA[Branching Dialogue: R.I.P. Death]]></title><link>http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/</link><guid isPermaLink="true">http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/</guid><comments>http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div style="text-align: center;">
<div style="text-align: left;"><span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.</font></span></div>
<img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/pop-artwork-dec-2.jpg" /></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/gaming_news/The_End_of_Death_in_Video_Games'; </script> <script src="http://digg.com/api/diggthis.js"></script></span>If there's one thing the year 2008 has proven adept at, it's polarizing players with titles that seem to generate more discussion than <a href="http://www.joystiq.com/2008/12/16/maddening-npd-data-shows-weak-dead-space-mirrors-edge-sales/">actual sales</a>. Much like <span style="font-style: italic;">Assassin's Creed</span> before it, Ubisoft's <a href="http://www.joystiq.com/tag/prince-of-persia"><span style="font-style: italic;">Prince of Persia</span></a> has been viciously yanking people off fences, this time with simplified controls, <span style="font-style: italic;">Open-World Lite[TM]</span> platforming and sassy, cel-shaded protagonists. <br />
<br />
The game's difficulty (or supposed lack thereof) has also come under scrutiny, with some tough-guy gamers lamenting the Prince's newly found and quite convenient resistance to death. I don't wish to argue with the complaint ... but I do want to pluralize it. "This game is not difficult," and, "You can't die in this game," are two very different accusations, and one of them is more than a little unobservant of modern conventions.<br />
<br />
I hate to break it to you guys, but death has been pushing up daisies for years.<p><a href="http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/" rel="bookmark">Continue reading <em>Branching Dialogue: R.I.P. Death</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/">Branching Dialogue: R.I.P. Death</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 23 Dec 2008 20:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1390404/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/12/23/branching-dialogue-r-i-p-death/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Branching-Dialogue</category><category>Death</category><category>JoystiqFeatures</category><category>JS-Twitter</category><category>Microsoft</category><category>PC</category><category>Prince-of-Persia</category><category>Prince-of-Persia-2008</category><category>PS3</category><category>Ubisoft</category><category>Ubisoft-Montreal</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Tue, 23 Dec 2008 20:15:00 EST</pubDate></item><item><title><![CDATA[Branching Dialogue: Display of E-motion]]></title><link>http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/</link><guid isPermaLink="true">http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/</guid><comments>http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.</font></span><br />
<div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/11/me-mirrors_edge_01-022808-bd.jpg" alt="" /><br /></div>
In his thoughtful <a href="http://www.eurogamer.net/article.php?article_id=285845">review</a> of <em><a href="http://www.joystiq.com/tag/mirrors-edge">Mirror's Edge</a></em>, Eurogamer's Christian Donlan calls it a game "that's easier to love than like." He's quite right. DICE's first-person parkour platformer doesn't hold up to objective scrutiny, often coming apart under a reviewer's bit-by-bit examination. The <a href="http://www.metacritic.com/games/platforms/ps3/mirrorsedge">discordant ratings</a> are testament to that, if not to the claim that <em>Mirror's Edge</em> exudes a boldness and brilliance that's hard to capture in words, let alone numbers. <br /><br />You can certainly try lobbing several comparisons at the game's gestalt ("It's <em>Sonic the Hedgehog</em> meets <a href="http://en.wikipedia.org/wiki/Montezuma%27s_Return"><em>Montezuma's Return</em></a>!"), but its evocative nature really comes through when you have the controller -- and the life of a runner -- in your hands. For as much as <em>Mirror's Edge</em> is about relentlessly pushing you through an urban obstacle course, it's also about capturing a gripping, breathless exhilaration. It's an unfortunate consequence of the mechanical and very deliberate design of games: doing exciting things with an on-screen proxy rarely feels as exciting as it should.<p><a href="http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/" rel="bookmark">Continue reading <em>Branching Dialogue: Display of E-motion</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/">Branching Dialogue: Display of E-motion</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 21 Nov 2008 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1376769/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/21/branching-dialogue-display-of-e-motion/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Branching-Dialogue</category><category>DICE</category><category>EA</category><category>Electronic-Arts</category><category>Faith</category><category>JS-Twitter</category><category>Mirrors-Edge</category><category>PC</category><category>PS3</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Fri, 21 Nov 2008 19:00:00 EST</pubDate></item><item><title><![CDATA[Branching Dialogue: Wild file preservation (and other Far Cry 2 stuff)]]></title><link>http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/</link><guid isPermaLink="true">http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/</guid><comments>http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a></p><div align="center">
<div align="left"><span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.<br /><br /></font></span></div>
<img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/farcrymeta.jpg" alt="" /><br /></div>
Alright, that's it. After starting, deleting, undoing, regretting and then restarting this opening paragraph numerous times, I'm just going to write things as they tumble out of my brain and work their way down to my fingertips. <a href="http://www.joystiq.com/tag/far-cry-2"><span style="font-style: italic;">Far Cry 2</span></a> is a struggle. Narratively, mechanically, stylistically, everything about the game is a to-and-fro tug-of-war. And for me, Ubisoft's open-world shooter is a struggle to decode, to disassemble in my mind's eye and discover that one piece that makes everything click into place. But I think I've found that critical cog in the machine -- the relatively limited save system. <br /><br />Why? Well, now that I've saved that paragraph for the last time, I'm just going to have to figure that out as I go along.<p><a href="http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/" rel="bookmark">Continue reading <em>Branching Dialogue: Wild file preservation (and other Far Cry 2 stuff)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/">Branching Dialogue: Wild file preservation (and other Far Cry 2 stuff)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 12 Nov 2008 17:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1370076/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/12/branching-dialogue-wild-file-preservation-and-other-far-cry-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Branching-Dialogue</category><category>Far-Cry-2</category><category>FPS</category><category>JoystiqFeatures</category><category>JS-Twitter</category><category>PC</category><category>PS3</category><category>Quicksave</category><category>Ubisoft</category><category>Ubisoft-Montreal</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Wed, 12 Nov 2008 17:45:00 EST</pubDate></item><item><title><![CDATA[Branching Dialogue: Survive All Horror (Part Two)]]></title><link>http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/</link><guid isPermaLink="true">http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/</guid><comments>http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a></p><span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.</font></span><br />
<div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/11/dead-space-interface-shot-01.jpg" alt="" /><br /></div>
Though the latest survival-horror scare pair, <a href="http://www.joystiq.com/tag/dead-space"><em>Dead Space</em></a> and <a href="http://www.joystiq.com/tag/silent-hill-homecoming"><em>Silent Hill: Homecoming</em></a>, are unlikely to be praised for oozing <strong>INNOVATION!</strong> out of every pore, both games do a lot to improve and streamline the genre's traditional gameplay. So much so, in fact, that some of the contrivances I would have vigorously defended before, passed off as "misunderstood" by run 'n' gunners, no longer seem worthy of the effort. <br /><br />But which genre staples can be safely torn out without leaving the design document in tatters? Well, there are two in particular which I'm glad to be rid of.<p><a href="http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/" rel="bookmark">Continue reading <em>Branching Dialogue: Survive All Horror (Part Two)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/">Branching Dialogue: Survive All Horror (Part Two)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 04 Nov 2008 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1360683/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/04/branching-dialogue-survive-all-horror-part-two/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Branching-Dialogue</category><category>Dead-Space</category><category>JoystiqFeatures</category><category>JS-twitter</category><category>PS3</category><category>Silent-Hill</category><category>Silent-Hill-Homecoming</category><category>Survival-Horror</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Tue, 04 Nov 2008 20:00:00 EST</pubDate></item><item><title><![CDATA[Branching Dialogue: Survive all horror]]></title><link>http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/</link><guid isPermaLink="true">http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/</guid><comments>http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a></p><span style="font-style: italic;"><font color="gray">Presenting <a href="http://www.joystiq.com/tag/branching-dialogue">Branching Dialogue</a>, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.</font></span><br />
<div align="center"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/10/dead-space-silent-hill.jpg" alt="" /></div>
With the debut of a brand new IP and the return of an over-the-hill franchise taking place in the space of a few weeks, fans of survival-horror have undoubtedly felt relieved to find their genre considerably more alive than many of the frightful creatures that inhabit it. Counting myself among them -- the fans, not the creatures -- I've eagerly been spending my evenings roaming the sinister streets of <a href="http://www.joystiq.com/tag/silent-hill-homecoming"><em>Silent Hill: Homecoming</em></a>, as well as the cramped corridors of <a href="http://www.joystiq.com/tag/dead-space"><em>Dead Space</em></a>. While they shamble towards the subject of <em>scariness</em> in remarkably different ways, both highlight the same, inherent contradiction that lies at the still-beating heart of the genre: A good survival-horror is one you don't enjoy playing.<br /><br />There's an element of self-deception at work here, one that willingly sets you up for the scare and the relief that comes when you realize that, <em>oh</em>, none of it's real. Of course it isn't, you're playing a game! But a good survival-horror will make you forget that critical fact, long enough for you to question what's around the corner and frequently enough to have you gasping at the sight of polygonal blobs leaping through the windows. It is -- and should be -- a stressful experience, a constant source of worry and unanswered what-ifs. Are you anxiously counting your spent bullets? Do you hesitate before ambling down a suspiciously long hallway? What a weird way to have fun.<p><a href="http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/" rel="bookmark">Continue reading <em>Branching Dialogue: Survive all horror</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/">Branching Dialogue: Survive all horror</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 27 Oct 2008 17:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1354320/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/10/27/branching-dialogue-survive-all-horror/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Branching-Dialogue</category><category>Dead-Space</category><category>EA</category><category>Electronic-Arts</category><category>JoystiqFeatures</category><category>js-twitter</category><category>Konami</category><category>PC</category><category>PS3</category><category>Silent-Hill</category><category>Silent-Hill-Homecoming</category><category>Xbox-360</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 27 Oct 2008 17:45:00 EST</pubDate></item></channel></rss>
