Archive for February, 2009

Faith in humanity

Friday, February 20th, 2009

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Professional Ethics

Tuesday, February 3rd, 2009

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Inspiring, actually.

Global Game Jam 2009

Monday, February 2nd, 2009

I stumbled across Gravema while looking for the Unofficial Far Cry Patch. This in turn led me to the Global Game Jame site where they have a game entry browser.

I haven’t had a chance to browse through all of them yet, but there is likely to be something worth looking at.

Update:

Gravema is pretty cool game for hotseat play.

Tomb Raider Underworld reviews

Monday, February 2nd, 2009

Here are some more “somewhat recent” reviews for Tomb Raider: Underworld. I’ve actually taken a break from TR:U as I want to get a copy of TR: Anniversary as that story is referenced in this one. While there is enough explanation to keep you from being in the dark, I can’t help but think I’ll know more about what’s going on when I have that back story.

Exposing Lara’s… Equanimity?

Semantics aside, look. I think I get what Eidos wants to do, here. Lara has a reputation as a bombshell — okay, okay, sex object. She’s perhaps the game biz’s most famous piece of eye-candy, and somehow over the years she’s become iconic of the concept that 18-year-old boys drool over pixelated boobs. I can see how this has made some women feel as if Tomb Raider games are not “for them.”

Lara Croft Speaks: The Crystal Dynamics Interview

Crystal Dynamics is one of the most dearly loved game developers, first amassing fans with the Legacy of Kain series and then for bringing Lara Croft into the 21st Century with the PlayStation 2 entry, Tomb Raider: Legend.

Today we present you with Crystal Dynamic’s answers to our burning questions, where your creative (to say the least) user-submitted questions will follow next-week.

Tomb Raider: Underworld PC Review

When Eidos Interactive decided to entrust the Tomb Raider series to Crystal Dynamics, known as the creators of four of the five Legacy of Kain titles, it was a moment that marked the rebirth of a franchise which was on life support after the failure named Tomb Raider: The Angel of Darkness. The latter suffered partially from a disastrous, imprecise and chaotic control scheme, and partially due to the high number of bugs and overall unpolished feel of the game. These problems were further amplified by the camera, as well as the lack of a grid movement system, a first for the series.