Showing posts with label Game Studies. Show all posts
Showing posts with label Game Studies. Show all posts

Thursday, May 28, 2015

Borderlands 2

Monday, May 14, 2012

Star Wars: Kotor

Star Wars: Knights of the Old Republic (KOTOR for short) was released back in 2003 by the developer BioWare and published by LucasArts.  This game was classified as an RPG in which the player got tot choose one of three very basic character class types in which later on, the player could further this into choosing one of three Jedi classes.  To create a more unique game play, each character has a tree for skill stats, tiered feats, and finally Force powers.  When given the power to choose so many different capabilities a player can utilize for their personal character, the game seems to never be the same for anyone.

Wednesday, January 11, 2012

Dead Frontier

Dead Frontier was released back in 2008 by the developer Neil Yates (also the creator) and published by Creaky Corpse Ltd.  The genre of this particular game was considered survival horror and an MMORPG, providing both single player and multiplayer modes.  Dead Frontier is a browser based game so you can only play it online, no offline mode available.  Being of very simplistic concepts, this game was definitely a different type of survival horror and MMORPG: no pretty graphics when a zombie came after you and you killed it, no awesome box office quality music, and no pay to play or pay at all.

Tuesday, August 23, 2011

Dungeon Siege

The original Dungeon Siege was launched back in 2002, developed by Gas Powered Games and published by Microsoft Game Studios.  The genre was an RPG and offered both as single and multiplayer.  When first loading up the game, right off the bat you could tell that it's an older game (I don't hate on them, I still play SNES F-Zero).  The splash screens in the beginning were the typical game start ups and loads, so nothing really 'mind-blowing' about that.  As you got more and more into the game, you start to notice a few nice effects.  For instance, the weather and time changes.  Not many games had this built into their overall scheme, let alone back in 2002.  The more 'realistic' or 'believable' a world is, the more enjoyable it will be to play.  The overall input controls were nice like the mouse was used to move the camera view as well as having the ability to click your character into attack, defend, or passive mode.  Inventory set up and design was something truly amazing in which I don't see many games incorporate anymore: bigger items take up more space.