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  • Make or Break: The Five Things That Game Informer Content Manager Matt Bertz Looks For In a First-Person Shooter

    N'Gai Croal | Jan 14, 2008 12:15 AM
     Matt Bertz, Content Manager for Game Informer magazine

    When we launched our "Make or Break" series last November, we promised to ask "prominent developers, reviewers and expert gamers to share with us via email the five key features, details, techniques or flaws that they look for in games in the same genre." We've done fairly well thus far on the developer front, scoring responses from the folks behind Ratchet & Clank Future: Tools of Destruction (creative director Brian Allgeier), Call of Duty 4: Modern Warfare (lead multiplayer designer Todd Alderman), Uncharted: Drake's Fortune (game director Amy Hennig), and the colon-free Crysis (company president Cevat Yerli). But we haven't yet offered up any opinions by reviewers. Until today, that is.

    The first videogame reviewer to enter the "Make or Break" hot seat is Game Informer content manager Matt Bertz. With six years of covering games and technology in New York City under his belt prior to joining GI Bertz was the editor-in-chief of Surge, a short-lived gaming magazine that won the 2004 Silver Eddie Award in the Consumer Entertainment Under 250,000 category. His writing has appeared in many outlets, including Next Generation, AOL, Laptop, Mean, Men¹s Fitness, GameSpy, and XLR8R. Because Bertz recently reviewed Crysis for GI, we asked him to tell us what he looks for when he's evaluating a first-person shooter. Here's what he had to say.

     Crysis, developed by Crytek and published by Electronic Arts

    1. Non-linearity (or the illusion thereof)

    Why it matters: Gamers have spent the greater part of two decades navigating claustrophobic corridors and taking cover behind boxes. The last thing you want is for the player to feel like Bill Murray in Groundhog Day, reliving the same basic experience throughout the entire game. Non-linear level designs allow the players to engage the enemies in a manner of their own choosing, rather than having opposing forces repeatedly spring from behind closed doors and cover after the player crosses a trigger line.

    Who got it right: The paramount example of a developer that understands the advantage of non-linear gameplay is Crytek. The German wunderkinds have created two stellar titles, Far Cry and Crysis, each of which offers a sandbox world for gamers to engage with tactics of their own choosing. In these open worlds, players can determine their own play styles; they can move stealthily through the jungle to avoid unnecessary combat, ambush soldier patrols and disappear back into the heavy brush, or walk up the roads guns blazing in classic Rambo fashion. These titles also sprinkle carefully scripted events in certain segments without sacrificing the freedom of movement and decision making an open world affords. Despite its overall unpolished nature, GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl also offers enjoyable experience because of the sense of exploration its open environments offer.

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  • Level Up's Top Ten Gaming Tidbits for Jan 14th, 2008

    N'Gai Croal | Jan 14, 2008 12:01 AM
    1. EGO...trip: imitation--the sincerest form of flattery--plus the real thing
    2. RX!...reflections on a week of videogame abstinence
    3. XXX...Jenna Haze, Ashlynn Brooke and Celeste Star are PS3 fangirls...
    4. XXX...while Veronique Vega and Charlie Laine prefer Ron Jeremy Mario
    5. STA...y gold, Ponyboy: The Outsider's David Braben speaks
    6. GOD...Hand: should we be offended by its retrograde cultural politics?
    7. McD...Fatworld, the game, or "Animal Crossing meets 'Super-Size Me'"
    8. ODE...to Aftertouch: how we shall miss you in Burnout Paradise
    9. RND...Once upon a time, Microsoft wrote a touching children's book
    10. RND...The Mother of All Top Ten Lists, by Meta-Journalistic Web Surfing 
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