Browsing all articles by Miodrag Kovačević.
As killing zombies is always more fun with company, Miodrag and Declan have decided to try and survive Dead Horde together and brave the dangers of zombies mutants explosions.
Blocks That Matter is about intrigue, deception and, most of all, love. The power of love towards all things blocky. It is a tribute to games with blocks. And why not? Blocks are great. My first ever gaming experience was smashing a block as Alex Kidd. Only his blocks didn’t matter all that much (poor Alex Kidd). You play as Tetrobot, a robot who can collect blocks of matter and set them four at a time. The blocks are scattered throughout the level, each with their own properties. The sand […]
The goal of this series was to give an overview of the state of the game from a player perspective, as balanced as possible and taking most things into account. At whom was it directed?
After all the legal disputes over EDGE’s name, I for one am glad to have the opportunity to play it on the PC now. EDGE has this inherent charm in the sense that whenever you fire it up on Steam, your humorous friends will flood the screen yelling “EDGE” in all caps.
So far, most of this “Experience Points” series was based on just that: an overview from player experience. It’s a bit harder to offer my opinion on PvP when I haven’t dabbled in it much myself. As it seems to be a habit of mine, I’ll try and put in a few disclaimers before delving deeper.
Nailing that feeling of satisfaction when you’ve figured out a solution to the task at hand is very difficult. Not all mechanics allow it and not all games offer more than one route from point A to point B. I believe gravity manipulation and physics-based gameplay is one of the greatest things gaming has bothered exploring. When done well, it is logical, intuitive and rewarding. It’s like pulling out that second to last piece of Jenga. This is what Defy Gravity Extended is: an extremely satisfying game. You play as […]
Looking over the feedback on these articles, as well as community comments on various other “second looks” on the game, I’ve started wondering what was really up with the criticism of content gaps in Champions Online. I started playing a few months after the game was released and never had this problem, so I just assumed it had been fixed. However, it seems the problem with the lack of content wasn’t missions being missing, but rather nothing pointing you in the right direction. I missed quite a few mission chains […]
The Internet is currently on fire because of the Stanley Parable, a quite different Half-Life 2 mod. We had the opportunity to talk to the creator about it. The interview contains spoilers, so if you haven’t played the game yet, do so right now. Preferably without watching the trailer or reading up on it. Thanks for agreeing to this interview. Tell us a little bit about yourself. Who is the man behind The Stanley Parable? My name is Davey, I recently graduated from USC film school, and I’ve lived in […]
The basic element of any video game is challenge. You can omit any other element and still identify something as a “video game.” You require no graphics for text-based adventure games. You require no music in your games. Stories can also be completely done away with. But think about a video game without any challenge? Not in the sense of not posing any challenge, but rather not putting you against any task, no matter how menial? Notice how I don’t say “overcoming a challenge” as being another basic element? Well, […]
The Adventure Packs in Champions Online had a few goals, but were only partially successful. The point was to make self-contained repeatable mission chains that would work as scalable content, so you could do them regardless of your level or team size. This would give every character something to do and help with mission gaps. Where they fell short was providing frequent updates. After three of them, the new content update format was the Comic Series, basically Adventure Packs with one mission being released each week. What’s interesting, in retrospect […]
The amount of effort required to make a PC game work properly shouldn’t go beyond resolution settings and keybinds. As I’ve possibly mentioned in some previous reviews, if you’re not comfortable while playing the game, it feels more like a chore. Despite the rather negative opening, “Tobe’s Vertical Adventure” from Secret Base doesn’t exactly cripple the experience with technical issues, but it contains some quite annoying moments typical of console ports. The game worked without much trouble in windowed mode, and I wasn’t about to delude myself into playing it […]
It’s fun to save the world from a giant flaming gorilla, stop a high-tech terrorist organization and help grannies find their lost kitties, but each hero needs that one person that makes it personal. The Joker, the Lex Luthor, the Dr. Doom, the nemesis. The antagonist of a story is a trope goldmine. They help us define the protagonist, show his virtues, his flaws, hopes, dreams and shortcomings. It is because of all of this that the idea of a Nemesis system in a video game sounds so good. It […]
It’s a good sign when you’d rather play the game you’re supposed to review than actually review it. I am afraid to run Dungeons of Dredmor again because I’ll spend another hour on it (at best). Sadly, I had to get screenshots for the article, so I lost another 2 hours summoning moustache golems and killing diggles. Dungeons of Dredmor is a roguelike game, but unlike most in the genre, this one is pretty accessible. For those who don’t know, roguelikes are turn-based RPGs with random level generation, brutal difficulty […]
Something universally agreed upon in regards to Champions Online is just how good the costume creator is. While you cannot exactly make anything you want, most concepts translate very well into the game. The creator sports around 3000 regular pieces, another 400 gold pieces, dozens of C-Store sets and a lot of unlockables. Cosmetic items are often worth much more than most items that affect actual gameplay or stats. It is not without its limitations, though. As with anything that’s good, the more time you spend with it, the more obvious […]
As mentioned in the previous installment of Experience Points: CO, the most vocal fear in any Free-to-Play game is the Pay-to-Win occurrence. I wrote how being a freeform character, which is exclusive to Gold players, compares to being an archetype, but I didn’t address the actual microtransaction store and its relevance in the “Pay-to-Win” argument. The C-Store is divided into a few categories, and I’ll cover them one by one. There are a few things I’d like to mention before delving deeper. First off, anything in this article is based […]