|The Witcher: Geralt of Rivia|
The narrative design in The Witcher 2 is some of the best I've experienced in videogames, which is to say some of the best in any media, as videogames have unique hurdles for the storyteller to overcome as well as unique strengths to be utilised. What I mean by narrative design is the way in which the game's story is structured for the player to experience and control.
|At least Geralt can hold his drink without staining his fancy armour coat|
|So God Damn Pretty|
|It'd be impolite to say no...right?|
Triss, the woman Geralt begins the game with, is a royal advisor and her unique position of power makes her personal sacrifices for Geralt all the more affecting, and consequentially when she goes missing the sacrifices Geralt must make have greater context. Ves, the only woman working in King Foltest's royal guard appears to be fulfilling the archetype of military woman who silently does her job and doesn't take any shit. She takes an interest in Geralt after he treats her as his equal in a sword fighting tournament halfway down one of the games two possible main plot lines. She expresses her frustration at not being viewed as a soldier but as "a pair of tits atop an arse." While this appears to give the game's writing a glimmer of self awareness: it doesn't go much way to balancing the abundance of prostitutes in the game who appear to serve very little function beyond titillation, though many seem to justify it as 'authenticity'.
|Woman of The People|
|Ves confronts Henselt|
|So Ridiculously Pretty|
|Alternative Perspectives: Henselt's Shoes|
Here's a Witcher 2 review that says most of it better, and probably more concisely. Because I know you're desperate to read more about it ;)
The full gallery of Witcher 2 screenshots. The game is so f*cking pretty I have racked up 392 of them over two play throughs.
Some feedback on my Crysis 2 piece from a member of the Crytek staff no less!:
"Interesting read. Good info about the complimentary colors used in the game.
Note on the technical side of bounced light: they render the colored scene and normals from the shadows point of view (along with a shadowmaps usual ZBuffer), create a grid of irradiance volumes around the camera and sample the shadow map information to calculate bounced lighting. Then they render it to the light buffer. That's just a summary. Placing lights at bright spots in the light buffer wouldn't work as lights would disappear when they go out of view.
For some other stuff, like static indoor scene lighting, they just use more deferred lights to act as bounced lighting. " -Cry-Styves, Crytek Staff Member.
Someone posted on the thread this really interesting video on the indirect lighting in the new Frostbite 2.0 engine that Battlefield 3 will be running on. Pretty impressive.
I read some writing on how Ken Levine is planning to implement character improvisation in Bioshock Infinite which sounds ground breaking, and also how he extracts exceptional performances from his voice actors.
An in depth look at the treatment of contemporary conflict in videogames and how the gamer is at fault. Agreed.
I don't know much about the Xcom franchise but this demo of the game's core mechanics has me intrigued: