Monday, June 20, 2011

Mario Marathon 4 On It's Way


It's almost time for another round of this madness!  http://www.mariomarathon.com/ is happening again, and - if you haven't watched before - it's for a good cause.  These guys play Mario until they have completed the objectives matching the donation level.  The more money dontaed, the more Mario they are subjected to.  It's like being sadistic, but for charity!

Jealous

The Balance of Good and Evil


I don't usually play games as an "evil" character.  My natural inclanation is to save people, heal others, and generally be a "do-gooder."  Games like Fallout 3, Bioshock, Fable, and inFAMOUS have greatly featured the morality/Karma/whatever system that can affect gameplay in subtle ways (slight differences in dialogue), to extreme ways (effects powers).  So it should be no surprise that my first playthrough on games like these is that of the good guy (with the exception of Fallout: New Vegas, on which it was difficult to determine the "good guy" path, and I instead treaded into the murky waters of the unknown - and also Fallout 3: The Pitt DLC, which had the same outcome).

Playing inFAMOUS on Evil (and on Hard mode, for trophy's sake) has actually been a bit more fun than my first playthrough.  I can't tell if it's because I'm now more comfortable with the game, or if the evil missions are more enjoyable, or if I truly have molded into a sadistic creep who enjoys zapping pedestrians with electricity before sucking their bio-energy out of their skulls to replenish my health. 

So today, I wanted to look at the ways in which games communicated good and evil, and my take on that dichotomy.  More after the jump...