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The Most Innovative Gameplay Ideas This Generation

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At the moment it feels like we are in gaming limbo, stuck between a great
year of announcements at E3 and the upcoming fall season when the big
games start to finally arrive (those that haven't been delayed until 2010,
at least). There seems to be lots on the horizon from where I am looking.
The one thing I have noticed is how competitive developers are becoming:
Changing teams, changing directions, changing release dates, changing
prices, changing content - to draw a line under this trend - there is a
lot of change happening at the moment.

Now, this got me thinking how change is almost always a good thing.
Unsettling at times and a little reason for us to stand on our hind legs
and say 'Huh? What's going on over there?' But if it wasn't for change we
would all be chasing our lunch down the grassy hill. I am always looking
for positive signs of change within our games and good use of fresh ideas
and change in our methods - be it the game play, the lead character, the
boss, the concept of the game - you catch what I am getting at?

Now I thought I would mention these episodes that I have gone through as I
think that they show change can be a good thing and in many ways a great
thing. I would love to hear your experiences that have stood out and made
you think 'Wow - that was awesome - what a level/idea/trick?' - Feel free
to express your views in the comments below.


Infamous - The Karma System

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Rarely have I come across a Psychological part of a game that actually works
[although I mention a couple here] as well as the Karma System in
infamous. Each decision you make completely and organically affects the
world and its contents around you - not to mention the way you actually
feel after you make your choice. I mean I remember saving the Several
Doctors in infamous and sacrificing the girl and her showing genuine
admiration and forgiveness for all his mishaps - but save the girl or
attempt to and the twist is almost unbelievable - its not Trish - its
someone else put there to twist the knife as you discover where she is.
This as a concept is brilliant and shows that the dev's at Sucker Punch
are on the right track with their games. It makes the game actually bridge
the gap between Film and Game - I expect to see some more polished work
from them some time soon.

I hear on the grapevine that inFamous is being penned as a screenplay and
may be on our silver screen in or around 2011


Dead Space - The Fear Factor

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I remember as a kid that I used to love scary films and games. Horror
gaming as a genre wasn't really apparent - I think the true extent of it
at the time was Super Ghouls and Ghosts and Super Castlevania. Scary as
you didn't want to die and have to start the level again but not really
scary. Since those days we have had a few genuine scares to be honest - I
mean remember the first time you played Resident Evil one and you tried to
go back outside - the first time you encountered a Zombie - Silent Hill -
running round in the fog with a weapon that wouldn't scare a hoody - the
mood was caught and a genre began too bloom. I remember as time went along
there
were a few more great horror games - Manhunt and The Suffering to name a
couple were again great games - again with a mood and a thought which
triggers the mind and
makes you say - 'I wonder what I would do in that situation?'. Really with
the answer being I would go home, call my mum who would deal
with the monsters with ease - ahem - now this is where Dead Space really
shone - The premise - you are an engineer sent into a derelict floating
vessel to basically see what is happening - or to your thought what's not
happening? The idea that you are simply trapped in space with no one to
really help - no real skills or combat experience, no real weapons and no
real idea as to how you are going to get home [where ever that may be] is
honest to god frightening. Put yourself in that position along with all
the electronics failing and the beasts that you are facing
are already dead and thrive using corpses - which the ship is flooded
with. Great vision was used here as you always actually felt remote and as
though the game was showing segregation but in the correct fashion. I have
yet to experience something from this genre that hit the nail on the head
so well.

I hear through the screams and the carnage that is also the grapevine that
the sequel for this game is well under way.


Metal Gear Solid 4: Guns of the Patriots - The Boss Battles

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Here is where I am always always left slightly gob smacked - the ideas
that these guys manage to get across to us are simply breath taking. The
back references along with awe and the occasional comedy thread thrown in
are simply brilliant. I mean one minute you are sat talking to a dude who
had a monkey who is addicted to Soda - the next you are back at the
legendary Alaska fighting what can only be described as the Noughties Tech
Laden Version of Sniper Wolf. You always feel that the game is always
rewarding you visually and mentally the further you progress through the
game by
offering you something you didn't expect and not only that they deliver it
perfectly. Metal Gear Solid as a series has got the Boss Battles pretty
much 'Bang On' and leads the way where creativity is concerned.

Should this ever become a film there would need to be some collaboration
between Christian Bale [perfect Snake] Christopher Nolan, Hideo Kojima and
Sam Raimi. Could be a good film this one?


Killzone 2 - The Amount happening at once

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The battles in this game are almost stupid they are that busy. Helghast
will come at you from all angles, all in tightly displayed graphics,
without frame rate issues, whilst offering a true experience of utter
carnage. considering this is Killzone's second attempt and the remembrance
of how good Killzone 1 could and should have been - it was linear and
boxed in - Killzone 2 as realm is well crafted and constantly for want of
a better phrase 'Kicking off'. You'll be so surprised at how you adapt to
the style of play and you begin multi tasking, reloading, offering cover,
managing your team mates all whilst looking slicker than your average and
outsmarting the evil - yet Mega Cool Helghast. There are points in this
game where you actually
think - 'surely my rounds can't have an effect on what is going on here' -
think trying to put a forest fire out with a water balloon proportions -
But with practice and dedication big battles become a show case of your
skill and class. Great Game, Great World, Great amount of enjoyment.

Great game and story - the transition to film good be a struggle as war
films tend to be a little boring sometimes.


Street Fighter 4: The Thrill of the Win.

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Now - competitive gaming is awesome and the way its moving forward is simply
amazing. Now for me - Street Fighter 4 - is all about Destiny - funny
sounding I know, but there is nothing more satisfying then being at the
final of a tournament. You are Ryu and your obstacle [which is a good
description of him] is Sagat - best of three rounds! Fighting through the
final round complacency sets in - but as you realise your life in hovering
around 20% - your combos tighten up, blocking is perfectly timed and the
next thing you know the pad is in the air as Sagat jumps your Fireball and
Ryu goes into intro view as your Ultra Fireball powers up and you just
KNOW he's gonna land on it! The thrill, the chants, the actual sense of
achievement and thinking yes - I did it is one that fills this game with
joy! Street Fighter 4 - encapsulates the joy of gaming.

Street Fighter the Movie - erm - let's not mention this although the Manga
Series of Films for Street Fighter are very good.






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