Archive for September, 2011

Crysis 2 and Bulletstorm: Reviews


Lazyness is such a beautiful thing.

Following the footsteps of my last entry, I’m just copying a couple of reviews I did previously in my Tumblr and putting them in here. The Crysis 2 review is this one, and the Bulletstorm one is in here (originally in spanish). No big deal, a few comments about those game I think are worth to save in this blog.

Crysis 2

So finally, after a few obstacles with the hardware towards the end of the game, I finished Crysis 2 (Crytek, 2011).

I think that isn’t a good sign when the owner of the company is featured in the opening credits of a game. And founder, president and Crytek CEO’s name, Cevat Yerli, is shown very big in the beginning of this game. And it wasn’t a good sign.

Don’t get me wrong, Crysis 2 is a good game, one of the best AAA game released this year so far. It’s a fluid, entertaining and graphically wonderful FPS. It will be highly hypocrite of me not to reccomend it.

What goes wrong with this game are the details, where the cinematic experience was putted above the game experience, even though Crysis 2 isn’t as much as cinematic as other games in the genre or outside of it.



Portal 2: Review


Because I was lazy enough for not to do a new one.

This review was first published in my Tumblr, and as you can see there, the idea was to write a deeper one for this blog. And then I realized I will talk a lot about Portal and Portal 2 in the future, getting into details of each games, so I just copied the entry here like some sort of introduction. If you haven’t read it already, hope you enjoy it.

…how have you been?

It’s almost impossible, no matter how hard you try, to get impressed by Portal 2 (Valve Software, 2011)  in the same way the original game did. Even if you didn’t play Portal, internet probably gave you a big glipmse of what the game is about (and maybe a big slice of cake as well). With that in mind, there are two possible options to overcome that situation: to make a completely different game or create a more diverse one on the ground already settled. Neither one of those is the right answer, more over, the simplest one.

If you check Wiki you will see that the development team actually planned to drop the original portals mechanic, but nobody liked that idea (fortunately for us). That is, the first option I listed was considered. After that, starting from scracht, the team sketched and tested a new bunch of elements in order to diversify the game mechanic, creating alongside that a new storyline, a new art direction and developing the new co-op mode.

They did it well. They did it great. Actually, they did it awesome!.


Seasons: First Post


At last!.

Well, I was trying to keep this post unpublished for a couple of weeks more, but that doesn’t make sense anymore.

Seasons (working title) is a casual game I’m working on with some friends, and I want to talk about it a little bit.

Tech demo’s screencap. (Yup, it says Seasoning in the title bar).

Back in 2010, my colleague Gabriel Rodríguez was looking for a subject to develop in his videogame master thesis at University of Abertay Dundee, so I told him to do something real-time fluid simulation related, an area of my interest.