First Person Podcast Episode 23

Surveilling Stealth Action Games

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What makes a stealth action game? Among the titles discussed in this podcast, including (and predominantly) the Metal Gear Solid series, Assassin’s Creed, Hitman, Splinter Cell, Batman: Arkham Asylum and, to some extent, Horizon Zero Dawn, a distinction was placed between stealth as a procedural mechanic baked into all aspects of the game design and stealth as an additional option afforded to players. Continue Reading

We Gotta Get Out of This Place (If it’s the Last Thing We Ever Do)

Horizons of Expectation in The Room Three

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If there’s one trait of videogame series about which I’ve always been certain, it’s that sequels in a series are essentially the same game as the original but with a different story. Though the odd sequel is truly innovative, more often than not, the key principles of gameplay in a sequel will be roughly the same as in its precursors. Whether I’m playing Halo or Halo 5, I will always massacre aliens; whether I’m playing Assassin’s Creed or Assassin’s Creed: Syndicate, I will eventually leap from a height to stab a Templar in the head; and whether I am playing Uncharted: Drake’s Fortune or Uncharted: A Thief’s End, I will inevitably end up hurling my controller through the drywall when I die during a mission involving riding a jet-ski or a boat for the forty-fifth time in ten minutes. Continue Reading