Saturday 14 January 2012

Game Review: DMC 4

 Devil May Cry 4, released in 2008 is the newest entry in the revered series and by far one of my all time favorite high quality action games. Released on both platforms this 'feel good' game as i call it ticks all the box's for my personal preference, not quite as challenging as Devil May Cry 3 however it's no walk in the park.The first half of the game provides you with a excellent and stylish newcomer Nero,who has a selection of impressive and elegant moves obviously cut from the same cloth as Dante (the star of previous games).
 In a nutshell the games takes you through a story about Nero, and how he struggles to learn the truth about his own religious organization, The Order of the Sword and Dante's apparent murder of its its leader. This all takes place in a surreal demonic world with copious amounts of powerful architecture and melodramatic cut-scenes. Although i found the levels slightly repetitive most of my attention was focused on his stylish game play.
 The character Nero possesses a powerful demonic arm, otherwise known as the ‘devil bringer’, which gives him the ability to grab enemies from a distance and slam them down forcefully. Nero acquires other tactical combinations, providing the player with much game-satisfaction. Both a variety of methods in which to slash an opponent combined with slick timing earns the player an overall better grade at the end of the level. In this way, the game ensures players are kept interested by providing a means to ‘show off’ and display their range of capabilities
 As well as the story missions the game also offers secret missions which is no doubt the most challenging aspect of the game for example you will have to dispatch every demon within the allotted time, you aren't required to do these mission but accomplishing these tasks is incredibly gratifying. The second half the game you take control of Dante, whilst losing the devil bringer is a bit of a disappointment, Dante's new weapons accompanied with 5 new fighting styles is a lot of fun especially Pandora's box developing flashy ways to destroy demons!
 As you work your way through the puzzles you have the freedom to free roam to help break up the fast pace and acquire new techniques for tougher bosses. Each boss is widely different from the last and visually stunning, these spectacular battles require perfect split-second timing and reflexes, these boss's are cleverly designed and very rewarding to deal with.
 DMC 4 is definitely a looker showcasing a great deal of style and flair in their movements, the damage you do to the enemy the better it looks on screen. The most impressive moves are accompanied with equally powerful sound effects, again using a heavy metal effects that most demon inspired games and films use during combat. Devil May Cry 4 delivers a lot of action that will please fans and if you liked previous series you will love this one.  






Monday 2 January 2012

New Game Journalism

Although i have explored various video game blog, online and print articles i have a very negative view on the direction of strategy guide previews and printed magazines such as Edge, Play and Official PlayStation Magazine. Video game journalism is a branch of journalism concerned with the reporting and discussion of video games. It is typically based on a core reveal/preview/review cycle. There has been a recent growth in online publications and blogs which in my opinion will eventually lead to a decrease in the number of video game magazines published, or being completely abolished.  

"New Games Journalism....argues that the worth of a video game lies not in the game, but with the gamer." 


New Games Journalism (NGJ) is a video game journalism term, coined in 2004 by journalist Kieron Gillen, in which personal anecdotes, references to other media, and creative analyses are used to explore game design, play, and culture. It is a model of New Journalism applied to video game journalism. Gillen's NGJ manifesto was first published on the now defunct state forum/website, a community of video game players often engaged in discussion and analysis of their hobby, from which an anecdotal piece, Bow Nigger, had appeared. Gillen cites the work as a major inspiration for and example of what NGJ should achieve and the piece was later republished in the UK edition of PC gamer

A recent blog entry from Blogcritics suggest that games don't have great writing because they don't have to. This is an on-going argument as other journalists believe a great action adventure game needs a good story line making a great write up and anything being uninteresting, however others think any modern genre game now can have an equally as good write up. Personally i wouldn't buy any official printed magazine as i think the journalists have a certain limit and are governed buy the company they work for. It is common sense to know that if PlayStation develop a Game the possibility of them giving them giving the game a bad review is very low. 


I value writing about this subject and in doing so believe i learn so much more about the industry as i progress, I think many others would agree when i say i would prefer reading personal online blogs and reviews on video games, i feel the post will deliver an honest opinion even if this will be bias towards the gamers needs. I have also come across other forms of video game writing which include: 

  • Blogs - often carrying rumours and hype
  • Online - cater for a larger audience and contain huge amounts of information
  • Video Based - game trailers and recorded game play
  • Strategy Guide - walkthroughs, previews and reviews
  • Printed - Magazines such as Play, PC Gamer and Nintendo Power
  • Television - Game Trailers TV and X-Play