Open-world games are hugely popular. Ever since Grand Theft Auto III, it seems most franchises try to take a stab at it at least once, with mixed results. The masters of the genre are the ones that give you so many things to do that you become paralyzed by the freedom of choice. Although sometimes this can be a good thing. If everything is fun, then maybe you just do whatever is nearest to you, until eventually you have done it all.
The point is, there are many ways to approach open-world games. Grand Theft Auto V is drawing close and I will be anxious to see if they are able to give us enough tasks to keep us busy, as they failed to do in GTA IV. I am currently playing Fallout: New Vegas in the meantime and I am taking a slightly different approach to the game than I have in the past. When I play Skyrim, Oblivion or Fallout 3, I tend to avoid the main quest as much as possible, doing all the side tasks that I can until I am suddenly weary of the game and then I race through the main story as fast as possible before the game drives me insane. Continue reading An Open-World Game Draws Near! Command?
In the midst of announcing the stellar achievement that the Grand Theft Auto franchise has now shipped 125 million units, Take-Two CEO Strauss Zelnick had a few words to say about annual franchises and why it’s not something that his company believes in:
It’s our view that if you want intellectual properties to be permanent, then you run the risk in that circumstance of having consumers fall out of love with that franchise.
He goes on to say that annualized IPs eventually hit a wall and return diminished sales and they don’t want the same fate for their own IPs.
Personally, this is refreshing to hear. It’s no secret that I have railed against annual releases practically every year (the irony is not lost on me, just ignored), but it is gratifying to hear it from someone who runs a respected company such as Take-Two, who are also responsible for Bioshock, Red Dead Redemption and Civilization. Even the vaunted Call of Duty franchise is starting to see chinks in the armor, despite numerous reviews praising some of the more radical changes in Black Ops 2.
Annual releases tire out the developers, weaken the fanbase and tend to (but not always) lack in any meaningful innovation. Even a two-year cycle would be more beneficial to all parties, in my view.
What say you? Does Mr. Zelnick have the right of this or should GTA go the way of Assassin’s Creed and become a yearly pasttime?
Normally, I would just ask this as a straight up “What Are You Playing” question, but I decided to do things a little differently this time. You see, lately, nearly 80 percent of my friends list on XBox Live is playing through the newest Rockstar outing, Red Dead Redemption.
If you listened to our awesome podcast, then you would know that a handful of us here at GamerSushi are deeply enthralled in this game’s clutches. I know that for me, personally, the game is head-and-shoulders above its spiritual brethren, the GTA series. It plays more like an Oblivion or Assassin’s Creed 2 in terms of its structure, and allows you to explore a rich open world with gorgeous western vistas and plenty of fun distractions. I’ve written additional thoughts over on my blog, but I wanted to raise this question here as well.
Who’s playing Red Dead Redemption, and what are your thoughts on the game? It’s looking like it could be a front runner for game of the year, and I’m nowhere near being finished. Where do you rank it? Go!
Have you ever wondered what it would be like if we could drive cars the way we do in video games? You know, from a third person point of view so that you could see everything around you. Well, so did the dudes over at RoosterTeeth.
As a result, they decided to build a rig that mounted a camera in a way that mimics the kind of driving we do all the time in games like Grand Theft Auto. They then blocked out the windshield and hooked up a monitor so that a few test subjects could try it out. The end product equals hilarity.
Choices involving good, evil and morality seem to be the latest trend in games. In the old days, the only choice you had was whether to use the boomerang or bomb as a secondary weapon in The Legend of Zelda. But times have changed.
At first, the choices were opaque: in Grand Theft Auto III, when not in a mission, you could run around and kill innocent bystanders for no reason. Or you could abide by the law (except traffic laws) and just stick to the straight and narrow. I wreaked as much havoc as possible because that world is a virtual playground and I wanna play! It wasn’t a choice in the way we usually think of them, but it was there for you to decide.
Continue reading Good And Evil In Games