Afraid Not Scared

A discussion on Google+ today in the Gaymer community (thanks again, Brian) this week about finding video game characters attractive got me thinking. No, not about sexiest video game character(s), but about Dead Space 3 and the evolution of survival horror franchises. Yes, I know, my mind goes weird places.

I realize we’re more than a month out from the release of Dead Space 3, but that doesn’t mean we still can’t talk about it. The game has been out there and digested by many players, and has had plenty of time to be absorbed into our cultural consciousness. One of the sticking points brought up about Dead Space 3 was that many folks felt that is was too “action-y,” and had strayed from it’s survival horror roots. Some games make this transition well (Resident Evil 4), and some games do this poorly (Silent Hill 4). Again though, I’m not going to make this into a review of DS3, but instead focus on the more general ideas.

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So topical. Like some sort of cream.

So recently in the Gaymer Community on Google+, the following question was asked:

There has been renewed discussion on persistent internet connections and Always-on DRM (Digital Rights Management) since SimCity’s disastrous release last week.  While I’ve never been a fan of persistent internet connection requirements, I think this article did a decent job of explaining the reasoning behind this move (aside from DRM).

So what do you think?  Are persistent internet connections a way to enhance the game, or is it just an excuse for publishers to have Always-on DRM?

Brian Renney

I already answered this question on the post, but I wanted to expand on my ideas here.

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