A kleptomaniac is someone who can’t help themselves, but to steal. Nevermind stealing your heart, these individuals will just take what they see. Really, it doesn’t matter to them – they know they need it, no matter what it is. They just have to have it. Well then, we’re going to have to tread carefully and lock all of our valuables away. Indeed, we’d better nail this Top 10 down, as this week we’re keeping an eye out for our Top 10 Kleptomaniacs.
It’s that time of year where ancient legend tells us that the walls between the land of the living and the dead are thinned and the dearly departed may walk among us. Many a ghost or ghoulie is bound by its past to an object, person or place of particular importance, and aren’t quite so free to wander abroad. That’s a shame indeed, how can they be expected to go trick-or-treating if they’re stuck inside all day?
Gaming is awash with its own ghost stories, not all of which were put in their by the writers. In this week’s Top 10 we’ll be focusing on the ones that were actually put in the game intentionally.
Heroes come in all shapes and sizes. Well, a lot of shapes anyway. They also fall all over the moral spectrum, from the earnest and righteous paladins, to the dark and brooding strangers. The bleaker end of the scale tends to bring us more compelling and dynamic characters, filled with conflict, unpredictable renegades with nothing to lose.
Come join us once again dear readers, as we plumb the depths of dark and brooding in this week’s Top 10 Anti-Heroes!
Towers define a skyline, they change the cities that they occupy because they quite literally stand out. Because of that they also tend to help define games, they can be focal in stories, a more literal climax in climactic moments, or they could be simple but iconic background detail.
A tower is a symbol, a statement, and a genre of game in its’ own right. So join us as we take this opportunity to appreciate their place in gaming.
As with any artform, for a game to be truly immersive it must evoke an emotion. A game can be good without being immersive, but when you walk away from a game having assimilated its’ ways and habits as your own, you know that game had you hooked. Games can fill us with wonder, dread, excitement, or even sadness, at times without so much as speaking a word.
Thief: Deadly Shadows, and Mark of the Ninja. Two exceptional games with similar stealth-based gameplay, Thief being first person and Mark of the Ninja being a side-scroller. Now some of you may disagree with me here, but Thief was a substantially more atmospheric game. While both games require you to stick to the shadows, only in Thief did I find my heart in my mouth as someone passed within inches of me before dropping in behind to snatch from their belt gave a thrill that Mark of the Ninja did not muster. Is Mark of the Ninja a bad game? No! But it lacked in atmosphere.