In narrative games, what comes first? The story, or the game?
We’re far enough into the year to have escaped the ridiculous Christmas rush and the subsequent deathly lull; far enough to see what’s on the horizon.
GTA IV has finally arrived on PC shores after an agonising six month wait, giving us keyboardites a chance to savour its multiplayer innovations.
Having now played Left 4 Dead for a while, us folks at PG feel compelled to comment. Every other blog site on the planet is doing it too, which somewhat dilutes our feedback, but what the hell.
I’m in two minds about the Left 4 Dead demo. On the one hand Valve are being typically community-vigilant and are responding quickly and personally to people’s well-founded gripes. On the other, Valve are yet again making up their own untrustworthy definitions to blur the public’s expectations of their deliveries.
October 29th saw the Eurogamer Expo set up in town as part of the London Games Festival. Valve were there with Left 4 Dead.
As the November release of zombie co-op shooter Left 4 Dead creeps closer, Valve have released a 10-minute video analysing the game’s core design principles.
While I’m unfortunately too unimportant and poor to actually attend E3, I can scour the web as well as the next person in search of juicy tidbits.