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Chris B

Joined: 06 Jan 2008
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Posted: Fri Dec 12, 2008 12:07 am |
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Review of Artificial Girl 2
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You see, the thing about the whole pointlessness of being able to wander around the island forever is what makes this game what it is. As was mentioned earlier, you don’t have to do anything. Which also means, you don’t have to have sex within the first minute of the game.
The single defining feature for this kind of experience has to be the option of walking hand in hand. It’s such a basic and simple, even pointless thing to implement, but it’s one of the most wonderful things in life. This means you can go and take a nice walk with your girl together. You can let her go and then chase her around, or she will try to hide somewhere and wait for you to find her. From time to time, she will take your hand and lead you somewhere, where she wants to run around. Whenever you feel like it, just stop, give her a hug and kiss her. Just so. Then, go somewhere and just sit down, relaxing in each other’s presence. And unlike any other game, you even have the option of hugging her after you made love. |
He probably makes it sound better than it actually is, but still.. had this been done yet in a game?
Reminds me a little of the interactions in Ico.
@antitype: You can call me a pseudo-intellectual now (and a wanker of course). |
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Chris B

Joined: 06 Jan 2008
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Posted: Sun Dec 14, 2008 7:10 pm |
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| CubaLibre wrote: |
As applied to eroge, one of the reasons the genre seems so pathetic is that, in general, the "mechanics" of the games are weak or nonexistent. It's baldly "means to an end" gameplay which is laughable no matter the end - that the end is "to whack off" just makes it seem all the more risible. It's a one-player MMO where the "epic gear" is different cartoon girls' boobs. Note that I'm not critiquing jerking off to cartoon girl boobs per se, but rather the idea of "playing" a terrible "game" to win the right to do so.
Some people have offered examples of games that ostensibly have legitimately good gameplay (man I hate that word). Well, I haven't played them, so I can't say. I can say that even the best eroge (game-wise) seems to pale in comparison to any game that we hold mechanically up on a pedestal, God Hand or Quake 1 or SMB. |
This sounds like you're only looking at the physicality of a videogame's mechanics, but this isn't the only aspect.
All three games you mentioned are highly physical games.
I like Claus Pais' approach, which is pretty simple and said that videogames can be:
* time critical (real-time applications requiring attention & hand-eye coordination)
* decision-critical (require right judgements to traverse decision-trees)
* configuration-critical (require patience for optimal regulation of interdependent values)
This corresponds to action (PONG and the games you mentioned), adventure (point & click stuff and many eroge titles) and strategy (Sim City).
Of course many games are a mix of two or all:
Zelda = action + adventure
Dragon Quest = adventure + strategy
C&C = strategy + action
Physicality or the "joy of movement" isn't everything.
Last edited by Chris B on Sun Dec 14, 2008 7:51 pm; edited 1 time in total |
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