2013 in Video Gaming

2013 was an interesting year in gaming. It saw the launch of two new consoles – three if you count the Ouya1. More and more independent titles came onto the market, many of them achieving a great deal of both critical and commercial success. There were more options than ever before for gamers, and there was no possible way I could play every single release I wanted to.

But I did manage to play enough games to compile a list of my 10 favourite games of 2013, along with some honourable and dishonourable mentions. Also, since I don’t currently own a console, all games on this list are PC games. Without further ado, let’s dive in. Continue reading “2013 in Video Gaming”

Video Games I Liked in 2012

2012 was the year that I finally got back into gaming in a big way, ditching my shitty laptop for a mid-range gaming PC. Suddenly, I found myself able to play the dozens of games I had missed over the past few years. I uncovered conspiracies in Deus Ex: Human Revolution. I beat up thugs in Batman: Arkham Asylum. I stabbed Templars in Assassin’s Creed. But I also managed to play some games from 2012 itself. Here are some of the 2012 games I enjoyed the most, in no particular order: Continue reading “Video Games I Liked in 2012”

Dishonored and Different Kinds of Linearity

This past weekend, I finished my first playthrough of Dishonored, Arkane Studios’ recent stealth-action title. Yes, I said “first.” I plan to do a second playthrough in a few months’ time. After having gone through the game in a stealthy manner, I’d like to see how it plays as a straight-up action title.

That’s one of Dishonored’s interesting features. In spite of its relatively “linear” plot, each mission can be completed in any number of ways, using any number of paths, techniques, powers, and tactics, some of which are stealth-oriented and others of which are action-oriented. Levels have a relatively open design, so backtracking and exploration are encouraged. There are basically no time limits, so players can take as much time as they wish to search for collectibles in between completing objectives. In that sense, Dishonored is also a “nonlinear” game. That’s not a contradiction. It’s possible for a game to be simultaneously “linear” and “nonlinear.” In fact, I think it’s useful not only to discuss not only how linear a game is, but also the different kinds of linearity that it can exhibit. Continue reading “Dishonored and Different Kinds of Linearity”