shooters Archive

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Gotham City Imposters

Earlier this week, I wrote down some impressions from playing the Gotham City Imposters open beta for ComicsAlliance (read them if you are so inclined). After playing a little bit of the final version, I haven’t changed my opinion much. I’m a little disappointed that there aren’t any other gametypes other than Fumigation, Psych Warfare, and Team Deathmatch. I was hoping for some other really creative gametypes to complement them, but perhaps Monolith decided to just focus on getting the three that they had right. All three are fun and substantial, so at least there aren’t “filler” gametypes that no one will ever play.

There’s a couple of other differences that I noticed right off the bat. The first is the addition of many (I’m talking 100+) microtransaction pieces. They’re all vanity-related and don’t affect gameplay, but there’s a few pieces of flair that are only obtainable via extra purchases. This may or may not annoy you, but I personally don’t mind.

The other big difference is the addition of a single player challenge mode, which tasks players with moving around each of the 5 levels using the glider, grapple, and skates. You can earn up to three different medals on three tiers of challenges which also award you XP. It’s an elegant way of incorporating a “training” mode where players can learn how to maneuver around using the gadgets while also giving an incentive to spend time there rather than learning on the fly. I dig it.

At $15, I still think the game deserves a good, long look if you’re into team-based shooters with oodles of unlockables. It’s almost as robust as the multiplayer components for full retail games, but at a fraction of the cost.

Gotham City Impostors Beta Impressions on ComicsAlliance

Download Gotham City Imposters on Xbox Live (It’s also available on the Playstation Network for PS3 and Steam if you own a PC)

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The Psychology of Shooters

Very interesting article from Jamie Madigan on why shooter games are so popular.

I’ve found that I generally don’t give a rats ass about the gore content in a shooting game. Sure, it can be entertaining sometimes, but I’m more interested in outmaneuvering and outaiming my opponents. That, and the cathartic release of just blowing things up.

It’s why I’d rather play something like Quake or Monday Night Combat, which have little to no gore, to satisfy my shooting game craving than, say, Grand Theft Auto. Ironically, GTA to me has become more about storytelling and character development than the “violence.”

But how important is the “violent” part of “violent shooters?” To help answer this question, Przybylski, Rigby, and Richard Ryan (professor of psychology at the University of Rochester), concocted a series of experiments designed to disentangle the violence of a game from its ability to satisfy our desires for competence and autonomy. In one study, they modded Half-Life 2 so that some participants played a violent and bloody game replete with firearms and death. Other people played a non-violent version of the game with the same mechanics and map, but framed as a game of tag where opponents were gently teleported to a penalty box when highlighted with an in-game tool.

The results were both versions equally satisfied those basic psychological needs, which predicted how satisfied people were with the game and how much they wanted to play more of it. The researchers concluded that it’s not the violence per se, but the degree to which the games met players’ desires for competence and autonomy.

Read: The Psychology of Shooters, Feature Story from GamePro.