God of War: Chains of Olympus

The original God of War was an instant classic. Naturally, when people are done with instant classics, they crave more of the same. And so, God of War II was born. God of War II was also an instant classic, which left the door open for even more of the same. At the time, Sony was trying to sell the PlayStation Portable to consumers, and was in need for games to draw attention to it. A developer noticed this, along with the fact that someone left the God of War door ajar. After a successful pitch meeting and several months of development, God of War: Chains of Olympus was released for consumption. Was it critically acclaimed? Sure. Was it an instant classic? Eghghh.

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F.E.A.R. and its Expansions

Fight Endlessly Amongst Repetition.

Find Exit And Repeat.

Features Endless Architectural Recursion.

Obviously, this is one of those acronyms where they chose the word before deciding what each letter stood for. One of the most fun things about F.E.A.R. is that you can spend hours fleshing out that acronym, coming up with better results than the official version. F.E.A.R., Monolith’s first person shooter/psychological horror game, is short for “First Encounter Assault Recon”, the special forces team you play as a member of. It is a title that dares you to make sense of it, as it is full of vague contradictions. The only way I can rationalize this title as the name of a strike team is if I were to imagine them as a group of soldiers who just wander around, looking for something they have never seen before. When the soldiers eventually find something new (first encounter), they shoot it (assault), and then go over to the new thing they just killed/broke and glean information from it somehow (recon).

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