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Advancing Ideas in Non-Linearity July 13, 2009

Posted by Chris McKenna in Copy+Paste Contributions, Copy+Paste Original.
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[Editor’s note – This article was submitted to Copy+Paste by contributor Omar Yusuf. Check out the rest of Omar’s excellent articles over at Bitmob.com]

Those of us old enough to appreciate the instinctively daunting capacity that videogames possess must be considered fortunate. Today, we stand on the precipice of realizing what used to be wholly unrealistic objectives. Without hesitation, we can imagine videogames that will offer “narrative freedom,” a form of storytelling that can be considered eons more progressive than mere non-linearity. Metroid offered just five endings. Star Wars: Jedi Knight II — Jedi Outcast presented two choices. And still, Fallout 3 is arguably linear in its finite number of quests, objectives, and characters. Yet in the past two decades, the industry has overcome such distance in technological progress, and this leaves me hopeful of what might emerge in the coming years.

Designing a world as convincing as The Matrix may not be so far-fetched. Just don't expect to plug yourself in anytime soon!



inFamous looks to be a shockingly good time May 22, 2009

Posted by Christian Gillespie in Games, PS3.
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When I first heard that Sucker Punch studios was creating a non Sly-Cooper game, I was admittedly a little disappointed and a little wary of this new project, but all those worries have been dissolved after playing the inFamous demo. Around 40 minutes long, this exciting delve into the game proved to me that I need to purchase this sandbox adventure game, and put my PS3 to use.

The demo begins with the back-story of the game set in the fictional Empire City. Here, a bomb which Cole your character unknowingly delivers, as he is a courier, decimates part of the city, but leaves Cole unharmed. In fact, he now has gained electric powers resulting from the explosion.

The resulting blast however also had many negative impacts on the city itself. Law enforcement crumbled under the might of local gangs, and the city itself was quarantined from the outside world.

For my play time with the demo, I found just wandering around the city to be extremely enjoyable, and could easily see myself getting lost in just exploring it. Cole seamlessly climbs up ledges on buildings, or grinds on power lines, sucks up electricity from nearby electrical equipment, and of course lobs concentrated bolts of electricity at enemies.

Combat is fun and frantic, where you can mix melee attacks with your electrical powers to create quite the light show. From the demo, all the enemies I encountered were called Reapers, which I’m sure is some sort of local gang that gained powers from the bomb that went off.

During my time I was able to complete 4 missions around the city. These included making sure a train full of hostages reached freedom, destroying a water tower vat filled with tar, protecting a medical supply crate, and destroying a Reaper semi-truck.

The game also features a karma system, which is dictated by the choices that Cole makes. The more heroic acts he commits, his lightening bolts are blue, and gains powers associated with being a hero. If Cole commits evil deeds, his bolts are dark red, and gains some devastating electrical attacks, harming all around him.

If you own a PS3, your money would be well spent investing in purchasing this game. There is so much for you to do within Empire City, plus who doesn’t want to be badass wielding electricity at will.