Hello again loyal followers! Despite rumors that may or may not be circulating, Frantic and I actually are not dead. That thing called life has been getting in our way the past several weeks. However, we have been working on some stuff to bring you more articles on a regular basis and I think you’ll enjoy them. You can find Frantic and Luke posting all sorts of regular articles about Magic on our…well Magic portion of the site, go check it out!
I’m having a hard time coming up with the right way to type what I’m about to say because I realize the moment I step “out of line” in terms of wording I’ll be attacked. Nonetheless I’ll do my best but I figured I’d let you know this isn’t going to be your standard article that typically comes from Frantic Talks.
One of the numerous debates within the gaming world over recent years has been whether or not games can be considered art. Quite simply yes, games should be considered art just as much as society looks at paintings and classic literature as art. At the same time, we should not necessarily be comparing them to those forms of art either.
Last week I was reading an article from Polygon on how the Entertainment Software Association (ESA for short, or the people who own and operate E3) are going to allow exhibitors to invite “non-industry prosumers” to E3. Unfortunately, I made the mistake of reading the comments section of an online article and in doing so I discovered that there are all kinds of people upset about this. Many of them taking the “E3 is for the industry, not the average plebeian” attitude, which if you ask me sounds rather elitist.
With a few recent game releases, I have seen a lot of people questioning what the value of it means. The actual definition of value is pretty straightforward. It is also a highly subjective term; something that costs $60 could be cheap and inexpensive to one person, yet to someone else it could seem a little pricey. So is it really fair to charge say, $60 for a game you can finish in an afternoon?
Just the other day my girlfriend and I were talking about a video game on her Steam wishlist that went on sale: The Long Dark. It’s a survival game that focuses on a lot of realistic aspects like calorie count, hunger, thirst, body temperature, and more. Then I read the disclaimer on the game.
It is without a doubt that zombies are part of pop culture nowadays and that most things set in the zombie apocalypse world will sell like crazy. Techland’s last outing in this genre was a couple years ago in the form of Dead Island: Riptide. While I thoroughly enjoyed Riptide, it left a little to be desired for me. In an industry that has its fair share of recycled game mechanics and reanimated corpses; how does Dying Light stand out? Continue reading
Welcome to a three part series where I, Frantic, break down the business concept known as Six Sigma and how it relates to the industries we discuss here on Frantic Talks. Let’s wrap up with Video Games.
With new game releases comes new content that we can experience. Sadly, it seems that content is being divided between the main game and additional DLC. So how do you guarantee yourself access to this content at a reasonable price? The answer is obvious; buy a season pass for it!
The question is simple, are the days of sitting in the same room as a friend or family member and playing a game cooperatively via split-screen gone? I personally don’t believe they are completely gone, but on the other hand it’s hard to not admit they are on their way out. There are many game developers out there who are trying to keep it alive, but many of the major devs are shifting their focus away from “couch co-op”.