Tag Archives: Shotgun

Complexity

VideoGames are too simple – sure a lot of them have great depth, but that’s fundamentally different. Take Sins of a Solar empire – it has a ton of unit types, various resource types, skill trees, tech trees, diplomacy, but it still boils down to resource management and then getting progressively stronger units to attack each other. There are tactics, strategies, logistics, rock paper shotgun scissors dynamics, but this isn’t what I’m talking about. At any point in an RTS most units can attack most things (to varying degrees of success obviously) – as in FPS’s you can shoot anything…

Splinter Cell: Conviction

I only recently got around to playing Conviction, which is why I’m writing about it something like 6 months after it’s been released, so consider this an early retrospective or something. It took me until the last sections of Conviction to figure out what it was – until then I was getting frustrated and angry at the whole thing, then it clicked. It was the realisation that this isn’t Splinter Cell and that trying to play it as Splinter Cell isn’t right. From then on, it was great. I’m a huge fan of the Splinter Cell franchise, Chaos Theory firmly…