I cover music, gaming, technology, and pop. Maybe you've seen me at Pitchfork, The Onion AV Club, Variety, Edge Magazine, Paste, GameSetWatch, or any number of alt-weeklies.
I'm based out of Portsmouth, NH, which is an hour from Boston and an hour from Funspot. Look me up at "savetherobot" on Xbox Live, and @savetherobot on Twitter.
So I’ll confess: watching Planet Earth turns me into a nervous wreck. I know a lot of people like to get buzzed and watch the ducks cruise the mountains in high-def, but when I watch the show, all I see is the killing. The fox with the gosling in its jaws. The harlequin shrimp dragging a starfish into their lair to feed on it for days. Yes, I knew that nature's a little Darwinian, but when you watch it hour after hour you realise what it means when the fittest and the luckiest survive.
John Teti thought I was nuts. He didn’t say it, but I could tell: here I was, a game journo who lived just an hour away from Funspot, and I’d never been there once.
Playing Demon’s Souls makes me a boring person.
I've been playing the game. A lot. And I love it. A lot. The other night I spent hours with it, and in those hours, all I did was farm the same sections again and again, futz around with my gear, gain a few soul levels, and kill one Vanguard demon - and I killed him by shooting about fifty arrows into his forehead while he just stood there scratching himself.
Chris Dahlen's Comments
I loved running away in Mirror's Edge. It felt like being a kid and running away from the cops. Which I never got to do in real life!
And that's a really good point, Mirror's Edge got stiffed - although it's more frustrating to beat your way through the entire campaign than to just sit and play a Flash game. I still haven't finished the last quarter of ME.
Sorry about that, you're right. I'll move that up.
I agree completely, and I really could've written a whole piece just about Dragon Age, and how significant it is that they ditched the sliding scale and went with exactly what you're describing - a game where the consequences matter and the characters judge you by the decisions you make, and not by how polite you are.
I don't have any knowledge of the writing process behind the game, but I completely agree - it feels like the design document went something like, "Favelas are cool," "Snowmobiles are cool," "Gulags are cool." That, and the decision to jump back twenty years for its reference points shows a certain thoughtlessness. Why are you breaking into a Gulag when you could be breaking into, say, a CIA black site?
Hey, thanks for reading and responding!
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