Posts Tagged ‘Day Z’

PC Gaming: E3′s Dirty Little Secret

By Nathan Grayson on June 7th, 2012.

It’s a bit odd to cover E3 with a PC-focused slant. Initially, I felt horrifically out of place roaming the LA Convention Center’s banner-plastered halls. The Kratoses and Master Chiefs of the world leered at me from their billowing sky perches, and I longed for the warm embrace of, say, a game about embracing people – as Rambo. Xbox controllers and PlayStation pads contorted showgoers’ hands into unnatural, vice-like claws, and I could only grasp feebly for a mouse that failed to materialize.

But, after the initial explosion of senses-overwhelming glitz and glamour, I started taking stock of the show’s inner workings. And you know what? Turns out, this is a PC gaming event – perhaps moreso than anything else.

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Surviving: Some More Thoughts On Day Z

By Jim Rossignol on May 24th, 2012.


My previous posts on Day Z have largely been about driving home the kind of situations it generates, but I want to step away from that to look a bit more close at the systems it uses, and why it creates such powerful responses in the people who play it.
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Surviving In Day Z: Part Three (& Musings)

By Jim Rossignol on May 19th, 2012.


I think I’ll annoy some Arma fans when I say that Day Z is a better showcase for that tech than the original game’s campaign or multiplayer missions. But I have my reasons, and I’ll explain some of them below. I’ll also continue the story which we began the other day, which will serve to illustrate a bit more about why both Arma 2 and this modification are something singular and brilliant in the landscape of gaming.

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Stop Making Scenes: Between Accident And Animation

By Adam Smith on May 17th, 2012.

A game

‘Cinematic’ should rightfully be a dirty word when discussing games and yet Max Payne 3′s marketing wears it proudly, like a sweat-stained vest or an inappropriately jaunty tie. A cutscene is cinematic, every detail and angle just so, no room for accident or deviation, but to aspire to a ‘cinematic’ experience during play is to ignore so much of what makes experiences within a game unique to the form. We run, gun and react in worlds that rely, for the enjoyment they bring, on the accidental and the curious as much as they require adherence to a plan. Here’s to the unexpected, the unplanned and the unforgettable.

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A Chat With Rocket, Creator Of Day Z

By Jim Rossignol on May 16th, 2012.


The expanding popularity of an Arma 2 mod, Day Z, might have surprised all of us, but imagine the surprise felt by the chap who created it, Dean “Rocket” Hall. There are nearly 48,000 characters now registered in the game’s stats, when he imagined there’d be just a few hundred. His motivation to make the ultra-bleak multiplayer zombie survival mod might not surprise any of you, though, when you read his take on what games should be, and why the kinds of stories experiences like Day Z produce are so important. There were a couple of times in this interview where I hooted in agreement with what Rocket had to say. See if you can spot them.
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Surviving In Day Z: Part Two

By Jim Rossignol on May 14th, 2012.


A large part of the internet is telling Day Z stories. People feel compelled to communicate what they’ve experienced in there. There’s a good reason for that. This unfinished modification is more interesting than 90% of games that will land in the same year. It is a game that – for many people – represents this kind of experience we were promised. An open-world, persistent, zombie game, where survival is the goal, and where each encounter with another real human being is a moment of terrible tension. What’s astonishing about this unassuming zombie mod is that it manages to take what is most interesting about MMOs – persistence, co-operation, risk of genuine loss in PvP – and add them to a multi-server FPS. Not just any FPS, either, but the monstrously deep simulation provided by master soldier sim, Arma 2. It’s unflinchingly bleak. It offers freedom, while threatening destruction. The stories that result from it are enthralling.
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Thank You For The Day Zero: Surviving In Day Z

By Jim Rossignol on May 10th, 2012.

Quietly.
Day Z is the best thing I’ve played so far this year.

On my first go, I bled to death in the dark, alone on a forest trail.
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