Posts Tagged ‘The Games Of Christmas 2010’

The Games Of Christmas ’10: Day 16

Will games be perfect when the AI is perfect? Possibly, but it’s only half the battle, as the thing which lurks behind the sixteenth window so amply illustrates. It doesn’t matter how smart the entities in your game are, the real power is in the tools they have to change things in the world… What manner of cryptic yammering is this?
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The Games Of Christmas ’10: Day 15

The Grim Christmas Of The Future, there is only that stuff that isn’t Lego, but wants to be. It’s sort of similar, but not as various or as versatile. And you can’t really build anything good with it, so that’s just a waste of money basically, isn’t it, eh? Some people. Tsk. On the other hand, we’re probably all going to be destroyed by the hordes of aliens sweeping down upon us, so why worry? By which preamble we must mean that the fifteenth game of Christmas is close at hand…
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The Games Of Christmas ’10: Day 14

We’re going down, deeper down, into the abyss. There’s something alive down there, and it means to make soup from our bones. Yes, the sound of the underground involves less girls singing and more the singing of machineguns. What could all this be pointing to? Well, it’s not exactly a platform game, but it does have some trains…
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The Games Of Christmas ’10: Day 13

Surprises can be great, like, “Surprise! I’ve bought forty cream cakes.” Or rubbish, like, “Surprise! Your entire family’s been killed at sea.” Advent calendars usually don’t offer much of a surprise. Will my chocolate be bell-shaped or snowman-shaped? Who really takes long enough to notice before scoffing it down? But the RPS-o-calendar is a daily treat of festive surprisity, and as a bonus, today’s game was a surprise at the time too. Intrigued? Take a look behind the thirteenest window of them all.

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The Games Of Christmas ’10: Day 12


Add-on packs feel like relics from the past now, in our world of DLC and quickly turned around sequels from a second studio. The notion of spending two-thirds of the cost of the first game again to be able to make it bigger, longer, or more involved, seems quaint. But it’s one of these olde-worlde notions that lies behind the twelfth window. What might it beeeeeee?

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