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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Portal: Still Alive; Even More Extra-dimensional Hyjinx</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/portal_still_alive_even_more_extradimensional_hyjinx</link>
<guid>http://www.gamebump.com/go/portal_still_alive_even_more_extradimensional_hyjinx</guid>
<comments>http://www.gamebump.com/go/portal_still_alive_even_more_extradimensional_hyjinx#</comments>
<description><![CDATA[<div style="text-align: center;"><p><img style="width: 470px; height: 239px;" src="http://www.gamebump.com/images/upload/iuw167grsqs77ovzlk8us6o1.jpg" alt="" alignment="" border="0"></p><br><div style="text-align: left;">Come October 22, Xbox fairing fans of Valve's Portal will be delighted to find an expansion available for their favorite mind-bending pseudo shooter on XBL's Marketplace.&nbsp; <br><br>You can expect to find an additional 14 challenge maps, and assumedly, more witty banter from computers with sultry voices.&nbsp; Expect to pay out somewhere around $15 for the privilege.&nbsp; Granted that's more than the game's original percentage based price in The Orange Box, but if you're like me you were only interested in Portal anyway.<br><br>Image courtesy of Brickshelf.com<br></div></div>]]></description>
<pubDate>Thu, 16 Oct 2008 21:29:38 -0500</pubDate>
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<title>[GOTY] Best Game of 07: The Orange Box</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/goty_best_game_of_07_the_orange_box</link>
<guid>http://www.gamebump.com/go/goty_best_game_of_07_the_orange_box</guid>
<comments>http://www.gamebump.com/go/goty_best_game_of_07_the_orange_box#</comments>
<description><![CDATA[<p style="text-align: center;"><a href="http://www.gamebump.com/static/GOTY07"><img src="http://www.gamebump.com/images/goty07/goty_logo.gif" border="0"> </a><br><img src="http://www.gamebump.com/images/goty07/bestgame.gif" border="0"></p><br>Despite what some award-show winners have to say, this wasn't a very
excellent year for games. Think of the biggest, most-anticipated games
of 2007 and think about how they turned out.<br><br><span style="font-style: italic;">Halo 3</span> was probably the most anticipated game, and while its multiplayer
component is pretty expansive, the single-player campaign (you know,
the reason most of us buy a video game) was mediocre and occasionally
downright boring. <span style="font-style: italic;">Assassin's Creed</span> was another hugely-anticipated game,
and it had the graphics and control scheme we all wanted, but in the
midst of making all that it seems that Ubisoft forgot to throw in an actual game. What about <span style="font-style: italic;">Crysis</span>? One of the most-hyped PC releases by the Microsoft camp? It sold less than 90,000 copies in its launch window.  <br><p><img src="http://www.gamebump.com/images/upload/31vxpr3597uanavmdn63rmuv.jpg" alt="" alignment="" border="0"></p><br>Only a few of the anticipated games of the year really met anybody's expectations. <span style="font-style: italic;">Call of Duty 4: Modern Warfare</span> is, well, it's Call of Duty 4. You guys seemed to really eat up <span style="font-style: italic;">BioShock</span>,
too. <span style="font-style: italic;">Super Mario Galaxy</span> is amazing as well. Our Game of the Year award
is supposed to be about innovation, though, and aside from being very
well-made products, what this year has really innovated things?<br><p></p><p></p><br>What
about <span style="font-style: italic;">The Orange Box</span>? Was anybody really excited for that? Were leaked
screenshots filtering onto the web and rumors flying like they were for
<span style="font-style: italic;">Halo 3</span>? Not so much. People weren't really lined up the block to get
them some Orange Box. Without much fanfare, it just... arrived. And
when it did, our eyes were opened.<br><br><span style="font-style: italic;">The Orange Box</span> has three
primary components and two secondary components. The big ticket items
are: <span style="font-style: italic;">Half-Life 2: Episode Two</span>, <span style="font-style: italic;">Portal</span>, and <span style="font-style: italic;">Team Fortress 2</span>. The
not-so-big-deal items are <span style="font-style: italic;">Half-Life 2</span>, and <span style="font-style: italic;">Half-Life 2: Episode One</span>.
That alone is pretty innovative. For your $50-60, you're getting 3 new
(albeit short) games, one somewhat-new (new for consoles) game, and one
game that happens to be one of the top-5 games ever made. How often
does that happen, a game's expansion pack coming out and including the
full game and the previous expansion pack plus two ancillary games that
are downright genius by themselves? <br><br><span style="font-style: italic;">Portal</span>, though brief (for
most people), is a brilliant game. At heart it's a simple puzzle game,
but through unique means it is given more character than most
full-sized games. The cake is a lie, I'm still alive,
weighted companion cubes, this game has produced more internet memes per hour of gameplay
than any other game could ever hope to achieve. It's complex and simple
simultaneously, beautiful and ugly at the same time, charming and
depressing in the same moment. The concept of portals is intriguing and
a technological marvel, but it would be quite simple to make 19 levels
of portal-puzzles become a boring heap. <br><p><img src="http://www.gamebump.com/images/upload/01s03c3ugg3vp38aj0zn8iz5.jpg" alt="" alignment="" border="0"></p><br><span style="font-style: italic;">Half-Life 2: Episode
Two</span> is another giant leap forward for the <span style="font-style: italic;">Half-Life 2</span> franchise. The
Source engine has been spruced up with new dynamic lighting effects, a
particle physics system, and a new graphics system to allow for
beautifully expansive vistas to be rendered in real-time. The way the
story unfolds around you and the ingenious-as-ever level designs are
all top rate. People who haven't played <span style="font-style: italic;">Half-Life 2</span> get confused when
people like me go on about how amazing the level design is, but once
you've had a taste for Valve's work you can't stomach anything lesser.
Play through <span style="font-style: italic;">Episode One, Episode Two</span>, and <span style="font-style: italic;">Portal</span> with the creator
commentary system enabled and you'll understand just how much thought
and work went into nearly every element of the gameplay design. Valve's
games get months and months of testing and tightening before they see
the light of day, and it all shows. The sheer level of quality in any
of these games is just staggering when compared to the sloppy layouts,
imprecise goals, and backtracking you find in most modern games.<br><br>It's a congested season for online multiplayer games. <span style="font-style: italic;">Halo 3 </span>with its mega-millions user base
is probably the most-played game right now and <span style="font-style: italic;">Call of Duty 4</span> with its
perhaps-superior online element is drawing a lot of players, but <span style="font-style: italic;">Team
Fortress 2</span> is still wedging its way into the market. Perhaps the
longest-developed multiplayer game we're likely to see for a while, TF 2
has as much character as any other Valve game. It's not Counter-Strike
in terms of repressed teenagers working out their social issues with
actual guns, it's something better. It's something for everyone.
Everyone who likes shooting folks, at least.<br><br>Let's not forget <span style="font-style: italic;">Half-Life 2</span> and <span style="font-style: italic;">Episode One</span> and the fact that <span style="font-style: italic;">The Orange Box</span> is available for the Xbox
360 and the PlayStation 3, so for the people who aren't PC gamers, this
could be their first chance to play these games. That in mind, there's
dozens of hours of offline gameplay in this box. It's easy to discount an "old" game as not being worth anybody's time, but <span style="font-style: italic;">Half-Life 2</span> should be above such trivialities, being again one of the best games ever made. <br><br>If
I can talk for a moment about the endings of <span style="font-style: italic;">Episode Two</span> and <span style="font-style: italic;">Portal</span>,
sure they're not exactly the definition of "closure," but they're also
not shameless, unsatisfying, "<span style="font-style: italic;">Buy the sequel</span>" endings we're getting
from nearly every game this year, from <span style="font-style: italic;">Assassin's Creed</span> to <span style="font-style: italic;">Unreal
Tournament III</span> to <span style="font-style: italic;">Crysis</span> . There's a difference between leaving the
people wanting more and simply forgetting to include an ending. The
Valve products leave you wanting more, the other games just destroy any
sense of finality to the ending and kick you in the shins for having
the audacity to become attached to the story.<br><p><img src="http://www.gamebump.com/images/upload/mf4nbeqlhe75v09j31gdblar.jpg" alt="" alignment="" border="0"></p><br>So our Game of the
Year is a compilation of 5 other games, partly because each game is an
amazing product on its own, partly because the whole concept of
packaging them all together is pretty innovative, and partly still
because it's one of the few games of the year that didn't leave me
disappointed or annoyed after it all. If I could instigate any change
to the gaming industry, it would be more play-testing. <br><br>Most
games these days are only play-tested while they're being developed to
make sure there's no glaring bugs preventing the game from working, and
as soon as the game is done it's stamped on a disk and rushed to stores
via overnight shipping. Some games get a few weeks of post-completion
play-testing, if there's time. <span style="font-style: italic;">Episode Two</span> and <span style="font-style: italic;">Portal</span> were play-tested
for six months, deadlines and launch windows be-damned. They're not
just looking for bugs and glitches, but seeing how people play the
game, making sure they understand what they're supposed to be doing. If
a goal is ambiguous, or if people are frustrated by an element, they
change that part of the game to make sure everything is as clear and as
fun as possible. Play through the games with the commentary enabled to
hear just how much work goes into each element.<br><p><img src="http://www.gamebump.com/images/upload/o5elsw43573j95ouf2oal6wj.jpg" alt="" alignment="" border="0"></p><br>If <span style="font-style: italic;">Assassin's
Creed</span> had been play-tested for six months, I imagine I would hate it a
lot less. They might have had time to realize that the gameplay is extremely tedious and overly-repetitive
, that the game spends the first 6 hours telling you to avoid sword
fights and the last hour putting you in nothing but sword fights, that
the plot is ridiculous and impossible to follow, and that everybody is
talking way too much. If <span style="font-style: italic;">Kane &amp; Lynch: Dead Men</span> had received any
play-testing, they might have been able to do something about the
entire game being a train wreck.  <br><br>If anything, <span style="font-style: italic;">The Orange Box</span>
and Valve deserve Game of the Year just for striving for quality in a
time when doing so is unfashionable, but they're getting it for
reaching quality in a time when it's seen as too much work.<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=the orange box&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY THE ORANGE BOX AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Sat, 22 Dec 2007 13:37:52 -0600</pubDate>
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