ArtG's forum posts

#1 Posted by ArtG (185 posts) -
@sk0ney said:
" @pbhawks45 said:
" I didn't becasuse GB and Whiskey Media flip-flopped on their position to not take away free features. I don't appreciate liars. What about you guys? "
soo.. you're saying that after 2 years of the most amazing video gaming related coverage goofiness and shenanigans that gb have provided. you dont think it was worth the loose change that lives under the drivers seat of your car? you're an idiot. i dont agree with the splitting of the bombcast, but you're an idiot. "
An idiot? No. Yes, all the guys did provide entertainment and shenanigans for people. However, it's one thing to digest content when it is given to you, and it's another to commit and say: "Yes, this is worth both my time and my money."  
Personally, I could complain about the Bombcast being split up, but what it comes down to is I'd rather spend $50 on almost anything else than paying $50 for the privilege to hear four guys talk about fucking video games for two hours a week. Clearly, some people value that bond that all those guys have built up and the price works for them. Neither side are "idiots". Just different values clashing.
#2 Posted by ArtG (185 posts) -

Last week, I sat among friends and stared up at the stars. A meteor shower provided the “fireworks” for the evening, but simply laying on my back and looking upwards was enough. It harkened back to when I was a child and did the same from time to time, when I would simply look at the twinkling sky and marvel at its beauty. Back then, I wanted to hold the sky in my arms; to hold and breathe in its significance.

Obviously, that isn’t going to happen, but it did remind me of the only game that put me back into that kind of frame of mind: Flower. Flower is a love song to the innate, simple beauty of the world that is so easily missed, especially as we continue to progress technologically. We’re all consumed by the variety of different things that vie for our time: Bills that must be paid, relationships that must be tended to, education, careers, you name it.

But when I’m playing Flower, all those concerns melt away for a slight moment. No longer is my mind wandering off to the trivialities of the day that bring me unending pressure. It gives me a chance to stop and revert to a simpler time that we probably all remember when we were younger and didn’t constantly worry about our appearance, our futures, and weren’t so acutely aware of the world as it is. Instead, we’re placed inside rolling hills with blades of grass swaying in the wind, with a bouquet of mult-colored flower petals sweeping through the air.

To maintain its credibility as a “video game”, Flower does have a linear narrative, insofar as you have to complete certain objectives to progress into the next area. It is an unfortunate nod to video game conventions, one that was unavoidable to put in the game. Yet, Flower is at its best when you throw away the game’s bow to video game convention and treat it simply as an open-world game. You’re not interested in picking up the different flower petals that push you quickly into the next area, but you’re gliding along the blades of grass, evoking that sense of freedom you feel when driving along the road, hand outside the door and feeling the wind brush against your hand.

You’re free from your responsibilities and your fears, insulated from both within this virtual world. Perhaps there’s a life lesson to take from navigating Flower without purpose: To be grateful that you’re still flying, even if you’re not progressing. 

#3 Edited by ArtG (185 posts) -

@alpha99
 
Cool! :)
 
I agree about the introduction part. It'll be interesting to see what impact my choices early on will have as I continue on in the game. 
 
It is interesting to hear that he doesn't play a prominent role in the main story. I had reach Rivet City in my previous playthrough, before I started back over, so I know I've yet to meet back up with ol' Pappy...so in that respect, yes, it is a little annoying that he doesn't factor more into the overall game. Especially considering the side quests, which can distract you and make you lose focus and breaking all the connections you have with the early characters. It's natural in that sense, because it's taken so long for you to get some sort of feedback on those threads, which lessen their effect.

#4 Posted by ArtG (185 posts) -

Nate:
 
Really? No connection with the father at all? You didn't like how they implemented character creation?

#5 Posted by ArtG (185 posts) -

Hey, is this thing on?
 
Oh, hi there. I used to blog at Giant Bomb. But...not so much these days. But I'm still writin'. What have I been writing about? Thanks for asking, bud. I appreciate the question.
 
Fallout 3 is the answer. In particular, the Vault sequence of Fallout 3, which I found particularly awesome. So after reading my glorious thoughts on the matter, how did you like the Vault sequence? Anything you thought they could have done better? Etc., etc.,
 
Let's have a girl talk about this game. Maybe even make it a weekly thing, just between us.

#6 Posted by ArtG (185 posts) -

Dead wrong on Call of Juarez's cover system. DEAD WRONG.

#7 Posted by ArtG (185 posts) -

That was 30 seconds of pure amazing.

#8 Posted by ArtG (185 posts) -

Holy shit. I clicked into this and said..."Yeah, sorry Moore...not going to watch a 30 minute video...Wait...just a damn minute!"

#9 Posted by ArtG (185 posts) -

@Mordukai:

Glad that you enjoyed reading it. :) Might go ahead an upload it to the wikia as well.

Why aren't you enjoying the rest of what the Xbox 360 has to offer? There are plenty of games out there for it.

#10 Posted by ArtG (185 posts) -

Alpha:

Thanks for the kind words. :)

But yeah, I was going to talk about the Mako in the article, but when I really thought about it -- outside frustrating turret shooting (My cursor is on the guy, why isn't he dying?!)...I'm not sure they're going to be able to fix the Mako all that much, unless they fix the planets first. Most of the side planets, like I said, are mountanious husks of nothingness. However, I wonder if making the Mako feel more grounded and less floaty would have made traversal even more difficult.

One of the main problems I had with the Mako was wrapping my head around the camera and its effect on the vehicle. When you've got the camera directly behind the Mako, the controls are fine. But when the camera is facing the front of the Mako, the controls are inversed on the North/South plain...which really sent my head for a loop.

Like you, I'm also extremely pumped for ME2. Cannot wait to continue the story.