Over the weekend Gazillion Entertainment held a free-to-play weekend for their upcoming Diablo-esque action MMO game, Marvel Heroes.
Over the years I've seen a few of the big name websites gain access to games ahead of any other press members prompting the question, can they be trusted?
I recently tackled the controversial topic of violence in video games in one of my critical hit articles but yet another story has emerged that's sure to bring this debate back into the limelight.
Survival horror ain't what it used to be. Something's missing from modern titles - but what? What vital elements do so many modern horror games fail to convey, and by how much do they miss the mark as a result?
A morally gray area in online gaming is the action of scamming or ripping off other players, but should this ingenuity be rewarded and the stupidity punished or vice versa?
When designing a female character, how does one ensure she's a believable individual, and not simply a cardboard cutout? How does one avoid accusations of sexism and pandering? It's easier than you might think - that's what we'll be talking about today.
The setting of a game - or really, of any story - is perhaps one it's most important aspects. Characters aside, this is what gives the tale its unique flair, this is how the writer puts a new spin on old ideas; a game's setting defines virtually everything else about…
Today, I'd like to discuss how a final boss relates to the overall narrative of a game in regards to a particular question: is it strictly necessary in order to end a game's narrative in a satisfying fashion?
I mean, most stories have a beginning, middle, and end, but there’s no guarantee of an ending in many MMOs and you’d be hard-pressed to point out where the midpoint is. As a result, from my perspective I see no compelling reason to get involved in an MMO.
The inevitable hype train that leads the release of practically every MMO game today can be a bit of a double-edged sword.