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Meowayne

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Meowayne

6168

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223

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#1  Edited By Meowayne
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Perhaps not so much underrated (given its flaws) as underappreciated for just how much it illustrated the many ways in which "interactive narrative" can be done besides superficial dialogue/story trees and QTEs: Silent Hill Shattered Memories. Many will dislike it, but everyone, and I mean everyone, should play it.

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Underappreciated and largely ignored because of a genre it brilliantly defies, vastly underrated because of its length which in my book should never, ever enter into the rating to begin with. I had so hoped that more people would let themselves experience it with the PSN release, but that didn't happen, so that's kind of a tragedy: Dead Space Extraction.

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A different kind of underrated: Faulty review copies whose damage was never really undone ensures that we will never know how well Lost Odyssey might have scored.

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Meowayne

6168

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#2  Edited By Meowayne

Looking forward to it. Despite what some people say here, there IS a tremendous difference between different gaming outlets, and the way they filter news. There are places like EDGE which have a very open-minded, critical, almost elitist selection, DIYgamer with its Indie-focus, or this place which represents the mind of the typical American core gamer (also known as 'everything that is wrong with the industry', snark snark). PennyArcade are extremely cynical about the medium. This could be interesting.

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Meowayne

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#3  Edited By Meowayne

Portal, Portal 2, Silent Hill: Shatted Memories, Silent Hill 2, SotC, Superbrothers Sword&Sorcery; EP, Limbo, Braid, From Dust, Half-Life 2, Amnesia, Heavy Rain (to some extent), World of Goo, Digital: A Love Story, Machinarium, Dead Space Extraction, Alan Wake (particularly The Writer) are games that I would introduce (and in some cases, have introduced) in a classroomwhen talking about digital games as modern narrative medium. There are more (the Call of Duty franchise actually does a fairly good job), but these are the ones that come to mind. The one game I always use to showcase the medium to people who have had no exposure to it, and who are always very impressed afterwards, is Silent Hill: Shattered Memories.

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Meowayne

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#4  Edited By Meowayne

You are not crazy. To The Moon IS one of the best games of 2011, well, certainly one of the most important. Enjoying pretty shooter sequel 3 more than a game like TTM, that is what's crazy. And sad.

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Meowayne

6168

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#5  Edited By Meowayne

Oh god, sorry for the wall of text. It would appear that the iOS text editor doesn't support line breaks. Ugh.

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Meowayne

6168

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#6  Edited By Meowayne

Why am I only now seeing that this blog has been back for a while now? Awesome. reading through the last couple of entries, I once again realize how many things Final Fantasy VII (and by extension, all Final Fantasies IV - IX, really) does right that modern games, including (very prominently) SquareEnix own output completely lack due to their embarrassing attempt at recreating movielike continuity editing in cutscenes. Some of what made the PSX Final Fantasies so successful and popular, I dare to say, are the long long stretches of interactive exposition; the illusion of gameplay when, in fact, you mostly walk, talk, and participate in a very rigid procession of staged events. The fact that it is the player who is asked to walk Cloud towards Aerith, and to raise his sword against her, as you said, despite the reality that there is no real choice or gameplay here, does so much more - SO much more - to place them into the gameworld emotionally than fancy motioncaptured faces, high quality voice actors, shaders, or even the more or less profound choices found in, for example, Mass Effect. Especially in combination with NOT giving the player control over the camera (you mentioned this in the previous episode, I think?) and not having a HUD (ie keeping the extradiegetic elements to a minimum) this is a manner of interactive storytelling that I sorely miss. I like my Uncharted setpieces as much as the next dude, but damn... Playing a PSX Final Fantasy sometimes meant doing something other than walking, collecting and fighting for stretches of _hours_. More so than movies, it resembled some kind of interactive stage play or graphic novel, where the dialogue is set, but the developers put their work into transforming the stage directions into interactive game elements, spcing things up with tactical combat or microgames where it made sense. Sigh.

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Meowayne

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#7  Edited By Meowayne

@Wrighteous86 said:

@Meowayne: Focusing on combat in order to fix it and focus-test it for the full sequel doesn't bother me. It still seems like there will be plenty of story and atmosphere, and some quirky shit going on. I'm not concerned. This isn't the "future of the franchise".

It is not the action-oriented approach that bothers me as much as the exchange of implicit, subdued, interactive story- and worldtelling for explicit exposition in a story about "war between good and evil!!!1". Ugh. Everything about the footage and information so far screams of Microsoft telling Remedy to fit this more neatly into the NA manchild core demographic and while, yes, I support the idea of exploring different genres in a "spin-off" - keeping with the meta-presentation of the franchise - I just can't help but be bothered by the fact that "American Nightmare" seems to substitute everything unique and commendable about the original game with, well, the same old tired video game shit.

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Meowayne

6168

Forum Posts

223

Wiki Points

76

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Reviews: 1

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Avatar image for meowayne
Meowayne

6168

Forum Posts

223

Wiki Points

76

Followers

Reviews: 1

User Lists: 12

Avatar image for meowayne
Meowayne

6168

Forum Posts

223

Wiki Points

76

Followers

Reviews: 1

User Lists: 12

#10  Edited By Meowayne

I'd take a dignified story with some dudes getting on over the current portrayal of men and women in digital games any day.