N'Gai Croal
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Sep 28, 2007 11:57 AM
Does reading Level Up sometimes feel like drinking water from a fire hose? Or surfing a tsunami? Does it ever give you the sensation that you've been buried under an avalanche of words, words, words? (Even the headline above is rather long, isn't it?) Yes, we know that the dizzying length of certain Level Up posts can read more like a manifesto or a jeremiad than a blog entry. For you, we offer the occasional feature "Things You May Have Missed," which will cull compelling excerpts from our more voluminous posts.
This entry comes from the September 17th-20th edition of our Vs. Mode exchange with MTV News reporter Stephen Totilo, wherein we discussed the games BioShock and Metroid Prime 3: Corruption. During our email conversation, Totilo pointed out that the vast majority of videogames don't have memorable landmarks or locations, an observation that has already generated discussion among a couple of our fellow bloggers. We replied that most games also lack memorable openings, and suggested that perhaps the two problems were connected, which led to an interesting chat about the ways in which sequels manage the abilities and the gear that a player character had in the previous game.
To read our summary, click on the link below.
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