Important Stuff!

Monday, April 8, 2013

[Review] Bioshock Infinite; Spoiler Edition

So as promised here is part 2 of my review. This part is getting into the meat of the game, but as a result will be almost entirely spoiler so is not recommended for those who have not yet played Bioshock 1, 2, and Infinite. The break is your last warning, do NOT progress below it if you do not want to know. Truth be told, I could fill volumes discussing various aspects of the game, but I have forced myself to narrow my scope to several important topics, and address them somewhat lightly in an effort to stimulate thought rather than come to a conclusive answer.

Wednesday, April 3, 2013

[Review] Bioshock: Infinite or Biocrock: Infantile? Part 1

I plan on splitting this review into two segments; the first, today's, is intended to be the "spoiler free" review. I define "spoiler" as something you wouldn't get from the marketing material or within the first 5 or so minutes of the game (and even then, only if it is obvious or innocuous and not story breaking). Because of that, I'll focus more on the gameplay and mechanics than the storyline today...which, I admit, for a game with "Bioshock" in its title is kind of like going to a fancy restaurant and then reviewing the silverware and dinner rolls. If you want my more detailed analysis of the story and how well Bioshock Infinite holds up to to its vaunted name; stay tuned for the spoilerific version...sadly, a review of that side of the game is woefully incomplete without revealing those details. Last note, I will be including a few screenshots, but I have endeavored to keep them in line with my aforementioned policy.

Monday, April 1, 2013

[MMO General] Trial Run

One of the smarter moves I think most F2P MMOs are making lately is the shift towards having trial periods for their premium or special options. This page out of the drug dealer playbook does help solve the problem of getting people to want to make that magical first purchase. As I have heard, the hardest gap to cross is getting people to spend that initial bit of cash, and thus anything to make players more likely to spend money is success. Finding the right balance between giving players a taste and removing the need to spend money or resources entirely is something few have managed to hit right on the nose, so below I wanted to address a few. Of course, it should be noted that because each game is different, that sweet spot exists in a different place for each.