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Game Industry News, Interviews and Videos

Game Industry News, Interviews and Videos

It's A Topsy-Turvy World, Because Firefall Is Going To Be Free Video game designer Dave Perry predicted a few years ago that a day would come when a company released a high quality game you'd expect to pay full price for but will play for free. It would change everything. When the polished free games come out, Perry speculated, it will be hard to pay $60 for a game again. The last thing I learned about Firefall when I saw it last weekend at the Penny Arcade Expo in Seattle was that the game would be free: free to download; free to play. The implication of all this is hard to believe and send off the too-good-to-be-true alarm bells, the kind of pitch we've seen only rarely with games like Combat Arms or Need For Speed World: A game that looks this good for which we wouldn't have to pay a dime? For now, let's take that on faith, which is all we've got aside from the screenshots and trailers released for Firefall. The gameplay video for Firefall (above) shows what Kern played live for me at PAX. The second gameplay section had Kern in the game's town.

Critical Distance Dragon Age Origins Blog - News, Infos, Interviews, Screenshots, Downloads, Walkthrough Destructoid.com - For Gamers. By Gamers. * What Defines the Player-Character? "The world lies on the brink of destruction. Only a select few may be able to save it." This is the actual description on the back of the box for a well-known video game. But do you know which one? How many different games could this apply to? Whether you're about to wage war against the darkspawn in Ferelden, survive a zombie-filled apocalypse in Raccoon City, or restore wishing power and stop Smithy from achieving world domination in Super Mario RPG: Legend of the Seven Stars, all stories share a certain formula and similar types of events between them. At least that's the monomyth theory posed by Joseph Campbell, an American mythologist. Does this sequence sound familiar? Also familiar are the character archetypes that are used in each game. The heroes are often reluctant, upstanding folks. How is it that game developers can avoid making their games feel like a rehash of something that we've played before? Dr. Take for example Dragon Age: Origins and Shin Megami Tensei: Persona 3. [Pic]

UMBC Games, Animation and Interactive Media | Game Development at the University of Maryland, Baltimore County VideoGamer.com - Your source for everything Video Games - Xbox 360, Wii, PS3, PC, PlayStation 3, PlayStation 2, DS, iPhone, PSP, 3DS Semi Secret - Official Blog for Semi Secret Software, Creators of Wurdle and Canabalt

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