From shotguns to rockets, chainsaws to weapons that fire right through walls, weapons are what make gaming fun. You can have the greatest game out there, but if the weapons sound weak and don't pack much punch, you've lost something in the interface between the gamer and the world you're trying to immerse him into. It's vital for a hard-hitting action game to have appropriately powerful guns, but it's also important to have weapons that are fun to wield, require in-depth strategy to use, and don't look and act like the same old thing from every other game. We're counting down our list of the top 50 video game weapons of all time.
Few items in this ever-popular online shooter have the power of the Flashbang. It can be used as a match-winning single move, blinding a whole team as your own team moves into position to mow them down. If it's botched, it can also blind your own team, causing you to totally screw up any hopes of winning. It's just as powerful in the Source Engine-powered Counter-Strike Source as well, where extra special effects give you a sound-killing whine and even leave an after-image of the last thing you saw before the flashbang went off. No matter how you look at it, it's just as important to use correctly as any gun in the game and is a corner stone of any good strategy for serious teams.
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Australia - aka Oz - is considering adjusting its laws when considering video games. Some European countries, like Germany, also have very strict rules when it comes to interactive violence. Although in Germany sex and nudity is on the other extreme.
"FAMILY and Christian groups have drawn on evidence they claim shows links between violent video games and increased violence among players as part of a broader debate over whether the games should be legally sold in Australia.
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So it’s only March, and already the rumors for the future of the Call Of Duty Franchise are swarming like Charlie in the Jungle. What does everyone think about the possibilities? I’d like to take a moment to review what we’ve seen from Activision slightly tipping their hand, and what I’d hope to expect from this. With the booming sales of Modern Warfare 2 and the seemingly impossible bar set conceivably too high to leap, it would appear Activision is not resting on their laurels, but instead preparing to shake this franchise up.
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Andy Geers has a vidcast where he discusses Christian video games and where he feels they've gone wrong. He believes the problem is the focus...but does not mention the lack of budget, inexperienced development teams, etc. etc. While I think those factors cannot be ignored he has a good point that many Christian dev teams are so focused on imparting a moral lesson they forget the first rule of making a video game: make it fun!
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There are a lot of misconceptions about the Bible, namely that it's a compilation of stories about people forgiving one another, being charitable and loving one another -- pretty much the antithesis of the values that this generation values if MTV cable programming is any indication. True, the Bible is used as a holy text by Christians, but interspersed between the lessons of moral righteousness are the exploits of some of the most badass, evil and conniving men and women to ever walk their planet.
Their legacies have resonated throughout history and have found a new home in video game characters. Now, you might think that the Bible would be the last thing to inspire an industry that largely revolves around shooting people in the face and tea-bagging one another Halo, but you would be wrong. Here's five examples why.
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Ever been playing a really good game and suddenly run across a section that just makes you wonder what the designers were thinking? Maybe the plot takes a turn for the ridiculous, or maybe you run across a gameplay mechanic that seems unfinished or out of place. It doesn’t ruin the game, but it does make you wonder just who thought it was appropriate for this game.
That’s the idea behind the Good Grief feature. Basically, we look at those really bad segments or decisions in what are otherwise really good games. In the first article, David Lange explored the absurdities of the skull collecting in Halo 3. In the second, I looked at the flag collecting in Assassin’s Creed. This time, we are going to look at a gamplay decision that just jars you out of what is an otherwise immersive experience: the turret sections of Dead Space.
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So, here we sit, very near to the Starcraft II closed Beta and the unveiling of Blizzard’s first game using it’s completely revamped Battlenet Service. Before the media fury begins when the NDA veil is lifted from the closed beta experiences, I thought it would be nice to explore what’s already been revealed about Battlenet, both the good and the bad.
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