Register Now!

Media

  • scanner scanner
  • scanner screengrab
  • modern materialist the modern
    materialist
  • video 61 frames
    per second
  • video the remote
    island
  • date machine date
    machine

Photo

  • slice slice with
    giovanni
    cervantes
  • paper airplane crush paper
    airplane crush
  • autumn blog autumn
  • chase chase
  • rose &amp olive rose & olive
Scanner
Your daily cup of WTF?
ScreenGrab
The Hooksexup Film Blog
Slice
Each month a new artist; each image a new angle. This month: Giovanni Cervantes.
ScreenGrab
The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
Paper Airplane Crush
A San Francisco photographer on the eternal search for the girls of summer.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
61 Frames Per Second
Smarter gaming.
Date Machine
Putting your baggage to good use.

61 Frames Per Second

Browse by Tags

(RSS)
  • Genres I'd Like to See on the Wii: 3rd Person Shooters



    Hello, developer studios? Yes, the Wii remote is motion sensitive. It's pretty nifty and I know some of you are super excited about he Motion Plus add-on. However, did you know the Wii-mote also has a pointer function? Yeah, that sensor bar thing with the infrared light. Oh? You keep forgetting about that function eh? Keep getting distracted by the wiggle waggle hmm? Well wake the hell up already because you're missing some golden opportunities!

    Maybe I'm a touch off base here, but it seems to me that the pointer functionality is a little bit neglected within the Wii library. Considering how superior an experience the pointer offers over the analogue stick when it comes to aiming, you'd think, you'd really think, the Wii library would abound with quality titles that take advantage of that function, and you'd be wrong.

    Read More...


  • Voicing Reasons: Why Does Voice Acting Suck?



    With the exception of the hand held industry, the era of using text alone to convey dialog is ending. Voice acting in the video game industry is here to stay. Many games are trying (not always succeeding) to present more involved story lines with deeper characters. Character development is a particular interest of mine and I have some strong opinions about how to go about developing a good character. A problem I see a lot in games concerning character development is in how the game tries to get the player to connect with the character.

    Here's a hint, elaborately absurd back stories only offer a cheap interest at best. Narratives about characters don't create connections. People get to know each other by listening to each other. That's the way we work in real life and thus, dialog (or internal monologue) is perhaps the most potent tool for creating emotional connections with characters. For games seeking to capture that connection, the portrayal of characters is of utmost importance. Obviously good writing would be a big help here, but even the best writing goes to waste if the voice actors can't portray their characters well.

    So why is voice acting in video games often sub par? The knee jerk response might be “because game studios are cheap and hire crappy voice actors”. Well, yes, game studios are often cheap in this regard, but not in the way you might think.

    Read More...


  • Game Length Versus Quality: The Debate Continues

    When it comes to game length, how long is too long?  This is a question I've personally pondered for quite some time; thankfully, GameSetWatch's Mister Raroo has done an excellent job of detailing this dilemma in a recent article.  So, what exactly is wrong with the bloated, modern game?

    Nobody wants to pay $60 for an experience that is over in an evening. Thus, games are usually stuffed with enough content keep players busy for weeks or even months. That said, too often the length of games is artificially lengthened in order to provide players with the perception of a longer experience. I’ve done enough backtracking and fetch quests in games to know filler when I see it.

    It's true; there's a certain dollar-to-content ratio that we've all come to expect over the years.  But just how much of that content are we actually going to play?  Personally, I tend to check out of a game when it's stopped giving me anything new to care about.  As much as I liked Odin Sphere, the mechanics--essentially unchanged throughout the game's entirety--were so repetitive that I didn't feel bad checking out shortly after finishing the first chapter.  In my eyes, I had "finished" the game.  The "seen about enough of you" defense has been a huge help in getting me to stop playing through games I'm no longer enjoying; though this new healthy lifestyle has only developed recently in my adult life.

    Read More...


  • Crossing the Uncanny Valley: Part 1



    Time doesn't seem to be on my side. As my day job devours so much of my time I tend to wait until the weekend to do the majority of my writing which means that sometimes somebody else writes about what I was planning to write about. In this case, it would be the Uncanny Valley; a theory concerning design (mostly visual but it can extend to the other senses as well). The Uncanny Valley is an incredibly important concept for artists in the video game industry to grasp. With today's systems being as powerful as they are, photo realistic graphics are not simply possible but becoming ever more common, and if I had my way, no artist (or director, or producer) would be allowed to work on a game project without having a solid grasp of what the Uncanny Valley is and how it relates to the art assets used in video games.

    Seriously, somebody has already done the heavy lifting for me in describing what the Uncanny Valley is. Go here. The article even includes an awesome little video that explains the theory in simple, clear, and entertaining terms. Do it, I'll wait...

    Back already? Okay then, let me add to what we've learned.

    Read More...


  • What Games Actually Appeal to Casual Gamers



    Some time ago I had a thought after musing for a bit on this “casual gamer phenomenon”. The thought came and like many things I don't write down, went. However, Nadia Oxford in her recent post brought that lost thought right back to me. Ever since games for non-gamers became the perceived goose that laid golden eggs, developers have been trying very hard to cash in. Considering the scatter shot success rates and the growing numbers of pissed off core gamers in deathly fear that 'their” games are being simplified to appeal to casuals, me thinks many developers do not know what makes a good casual game.

    I do.

    Read More...


  • Linearity is Not a Dirty Word



    With the dawn of 3-D games on home consoles, new buzz words and selling points like draw distance, open worlds, and free roaming worlds were birthed. Games grew in size and linearity become a negative point on many reviews. Bigger, however, is not always better, and great games should never be docked points because they proceed in a linear fashion. Content is king!

    It has always been an enigma to me why linearity has developed this stigma. Why it should ever be considered a negative while wide open, sandbox, free roaming aspects are typically considered a good thing. Let's ignore the entire history of gaming greatness that existed in the linear majority of 2-D games and just look at some samples from my 3-D library. Some of the most enjoyable games I've ever played have been knocked in reviews for their linearity, while other games have actually used their wide open dead space as a selling point.

    Read More...


  • Too Many Crayons



    As I write this, I'm in a conversation that has me thinking about old games and how they were developed. The game that has prompted this moment of musing is Mega Man 9. I like what's been done with Mega Man 9 and the purposeful 8-bit approach, not because I care for the NES style but because I like the intentionally imposed restrictions. Sometimes, when the sky is the limit, sloppy design can result. I'd like to see more developers give their teams pet projects like this just to hone their skills and learn the value of efficiency.

    Read More...



in

Archives

about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


Send tips to


Tags

VIDEO GAMES


partners