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Overwatch's Dedication to Being Inclusive is its Greatest Strength

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작성자 Hermine Basham
댓글 댓글 0건   조회Hit 3회   작성일Date 25-11-25 09:11

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Rather, there’s a more pressing issue that has become increasingly more important as we enter (or instead, have already entered) a new era of video games that evolves from out its infancy as but a mere medium or a hobby…and transforms into an industry, a business. And that’s self-awareness; the notion that, perfectly fine as it is to show pride, professionalism and posterity as a creator/director/manager/whoever (be it for consumers, audiences or share-holders alike) it’s just as important to take your eye just that little bit out of the epicentre and look beyond the stained-glass windows to your splendid ivory towers. To see how the industry might be perceived-come-translated across to the community. No matter the intensity. Oh yes…there are obviously so many other matters to attend to such as…perhaps…not treating consumer bases like docile piggybanks; not deliberately miscuing information; not letting every nit-picking, social media-sappy, correctness-avid serial complainer dictate the who, what, when & why of your games.

To that end, there’s only so far community/consumer-made satire can go and as hilarious or as insightful or indeed unsettling some of these "creations" might be, we’re not the ones in charge. Or better put, the ones who lie on the other side of that seemingly impervious wall that separates "the industry" from the rest of us. If there’s ever to be a time when that barricade at least feels like it’s been breached, it’s when a developer or creator does the [hard] work for us. So when the likes of Hideo Kojima proves (yet again) he’s more than happy to poke fun at what should be his pride-and-joy …that’s great. Admittedly funny too, while I’m at it. It’s great because, as mentioned, it helps de-myth this alleged disconnect…and proves that those working hard behind the scenes, are not (as much as you might think) all in it for the green. That some of them actually care about the reaction and presentation of certain themes, characters, whatever as they as much the critically-analysed presentation of the end product.

If you can go out of your way to make something (that could be deduced as) rather bonkers -- knowing full well when and where to walk that perilous line between genuine and forced humour -- you can at least walk away knowing players will credit you with falling into the "they made it even though they didn’t have to" sub-section. And believe me, alongside "surprisingly addictive" mini-games, 2D backgrounds and actual reflective mirrors, humour is another opportune asset that can go a long, long way to appreciating what said game actually stood for at the given time. Away from the regular check-list on what specifically to critique. Of course, there’s nothing wrong with having a game that's entirely, unapologetically dry, perhaps perceived initially as far from comedy as one can get -- narratively or otherwise. But, ironically, this is why a "one last thing"-type of satire or bit on the side, works far better than when it's already wrestling for attention amidst a game that not for one second takes itself seriously and is instead its own fuel for fun and folly. Even if it is for the intent to promote something else entirely (video game-related or not) I will commend any developer who’s willing, for example, to throw together the good guys, the bad guys and the in-between guys into some surreal comedy skit-meets-daily life send-off to a game’s campaign .

The thing is, playing nearly one-thousand hours of Modern Warfare 2 during my freshman year of college (sorry mom) burned me out on multiplayer games for a long time. Make no mistake, I've loved a great deal of multiplayer games over the years, but they always seem to either only stick with me during the first couple of weeks or fade out of my consciousness after I submit a review. Granted, this is partially due to the perils of being a multi-platform gamer with single-platform friends, yet there hasn't really been a multiplayer game since 2009 that has burrowed into my brain quite like Infinity Ward's last great game.


Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experien

Overwatch 2 Steam Release’s tutorial system does an excellent job at introducing players to the basics, but the lessons don’t end there. Every menu and on-screen cue does an excellent job of doling out information to the players at a comfortable pace; character select screens detail and explain each character’s roles, whether that be support, offense, defense, or tank. Specific abilities and weapons for each character can be accessed in-game, and you’re able to switch characters on the fly if need be. The game also assigns a difficulty rating for each character, allowing newcomers to shy away from more complex heroes. Better yet, the game will often tell you when your team is unbalanced, letting you know what roles your team is lacking.

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