Justin McElroy is the managing editor of Polygon, co-brother of advice podcast My Brother, My Brother and Me and winner of the 2008 Shorty Award for video game centric tweets.
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Yes, OK, fine, he's also the star of the The Time Belt, an educational sci-fi adventure about the history of West Virginia.
I should have hated this game. It's loaded with player-hostile choices and the story is largely garbage. But I don't know, it got in there. It got in there and it crawled around and made a little house and that's where it lives now.
By boiling star combat down to its base systems, FTL reminds us of all the unexplored territory still out there in game design. It's like nothing else out there and it's completely new.
Like watching Kane Hodder in Friday the 13th and then watching Kane Hodder sell his autograph for $5 at the Mid-Ohio Comic Con, first Walking Dead is scary, and then it's sad.
Another one I should have hated, XCOM inexplicably was able to make turn-based combat feel as thrilling as any first-person shooter.
I don't know, man, I just like shooting dudes sometimes. It's got lots of, you know, guns and stuff and I just really like shooting guys with them. I don't know what to tell you.
Saints be praised, someone finally managed to make a stealth game that doesn't make me feel like a dickhead when I get spotted and have to murder a few dudes.
Surprise, the Vita's best game cost like six dollars and was made by one and a half dudes. Bad for Sony, good for you!
Milestones in Super Hexagon are the most fulfilling meaningless things you'll ever achieve.
One of the only games I can recall you can play for 45 minutes and have no idea what its about. Abstract and fantastic.
I'm often stunned by modern convenience, but the idea that I have a seemingly unending stream of YDKJ being pumped into Facebook is still a little much for me to handle.
Okay, so I was wrong about the Bears beating the Packers. Really wrong. Shut up. Just shut up.
Flip side, I’m pleased at a Dragon’s Dogma expansion for next year, and hope it spurs at least a few people to give that game another shot. So many focused on me giving that game three stars and ignored the amount of praise that was heaped upon the parts of the game that did work. Dragon’s Dogma’s combat is unbelievably good, and kept me playing dozens of hours until it was over, even if the world and the story didn’t do much for me until the very end.
That brings me to a suggestion, though. If you’ll never play Dragon’s Dogma, at least look up what happens in the endgame. It’s totally insane, and I wish Capcom had pulled that trigger way earlier.
Dragon's Dogma is a franchise that can and should be huge for Capcom here in the West. Whether the company is able to capitalize on the opportunity in front of them, however, I'm not really sure. Outside of Monster Hunter, Capcom seems awfuly confused.
Look, Super Hexagon is a super hard game. Like, super hard. There’s a reason super is in the title, and you shouldn’t feel bad for not being any good at it. I’m certainly not, unless you count surviving just over 30 seconds to be braggable. Actually, I do. I totally think that being able to survive 30 seconds in Super Hexagon is something worth bragging about, even if it’s nothing compared to what freaks like Jason Killingworth are able to pull off. Thankfully, designer Casey Griggs has come up with a reasonable solution: turn Super Hexagon into a text adventure.
So much of how Electronic Arts has handled Medal of Honor: Warfighter has been perplexing, and will prove tragic if the game, ultimately, turns out to be pretty good. I’m not expecting much more than a competent riff on Call of Duty with a tiny nod towards authenticity, but this is coming from someone who genuinely enjoyed the last Medal of Honor, flaws ‘n all. With the last one, at least there was a genuine attempt to try something different. Anyway, this LA Times report about how a former Navy SEAL may have consulted on the game without approval from the government is just the latest in a series of PR snafus painting a dark picture for a game that probably doesn’t deserve such scorn.
It's not official official, but it's looking pretty likely Capcom is going to push forward with Dragon's Dogma as a headline franchise.
Capcom announced today Dragon's Dogma has shipped 1.05 million copies worldwide, "setting the stage for creating a series of titles."
It's not the first time Capcom has recently alluded to more Dragon's Dogma games, either. Just recently, Famitsu polled a series of Japanese game designers about what they're looking forward to creating in the future, and there was a telling comment from director Hideaki Itsuno, as translated by Andriasang.
Capcom's Hideaki Itsuno says that he really wants to make a sequel to Dragon's Dogma. The current world is just two-thirds of the idea he had in mind, and there are things he'd still like to do.That said, despite some critical acclaim from writers like yours truly, Dragon's Dogma has its work cut out for itself in the West. Capcom admitted the game "struggled" out here.
It's still my opinion that Dragon's Dogma represents Capcom's best chance to help make Monster Hunter (or Monster Hunter-like games) a hit out here. You've already got me on board for a sequel.
There are a couple of reasons I decided to review Dragon’s Dogma. One, the game showed up, Brad threw it on my desk and said “you should review this.” So, well, there’s that--that’s definitely important.
But when my stack of need-to-play games begins to run dry, I (try to) fill that with a game I wouldn’t necessarily play, or a franchise I missed. It’s important to have personal experiences to confirm or disprove your expectations, and Dragon’s Dogma fit that well.
Hitman: Blood Money and The Witcher 2: Assassins of Kings were the same way, too. Since I’ve played both of those games, I’m now super excited for the next games from IO Interactive and CD Projekt Red. I couldn’t have said that with any confidence before--my options for future playing are now much wider.
Dragon’s Dogma has not turned me into a Monster Hunter fanatic, but it provided a window into what makes zealots out of those who do love Monster Hunter. Maybe Capcom has now tricked me into trying the next one? Hmm.
Despite being a big ol’ fan of Peter Molyneux, I’ve never played Populous. Or Syndicate, really. This isn't about me, though. Stop it! That hasn’t changed since writing this sentence, but I’m one step closer, since I’ve played a game that doesn’t seem far off. Reprisal is a pixel-tinted Populous-style game from graphic designer Jon Caplin that is, if nothing else, really stylish. The game’s tutorial doesn’t do the greatest job of explaining what the hell is going on by the time the tutorial disappears, but click around enough and it’ll all start to make sense. Plus, it sounds so good!
I’m finally going to play Amnesia: The Dark Descent this weekend. Or so I've told myself. Pray for me.
No, I will not be attending the trial between Activision and former Infinity Ward employees. Plans were discussed, but the logistics of hanging out in Los Angeles for a month didn’t make sense for a great many reasons, and while I’d been lead to believe there might be a stream for media to watch, that doesn’t appear to be the case. Ah well. There will be plenty of reporters at the trial, however, and if you’re looking for how former IW leaders Jason West and Vince Zampella will be handling themselves, read Game Informer’s interview with them that’s...mostly with their lawyer.
It’s weird to be the reporter at the center of a big story. That was the case for me with the implosion at Infinity Ward, and it seems Joystiq reporter Alexander Sliwinski found himself in a similar position with 38 Studios. He’s written a heartfelt story about his time hanging out in a Dunkin’ Donuts near the 38 Studios offices, providing the emotional perspective of the reporter that’s often left unsaid. Sliwinski may assume a little too much about the psychological state of the 38 Studios employees he’s observing, but what he witnessed is fascinating. A sad tale from all angles.