In Response to "Green Eyed Grrl" from The Escapist Forum: I found it unfortunate that this game didn't sell as well as I believe it could have. There was something absolutely magical about this dystopic world, and the fight to save it. It's hard to put my finger on it.

It felt ... real. It was so well thought-out that it became absolutely palpable. Because of this, it has a greater ability to pull the gamer into the actual world; to CARE about what's happening to a fictional planet.

And when trying to describe it to my friends, the questions were usually the same. "So it's a Zelda clone, then?" "Oh, it's like Metal Gear Solid?"

And the answer was simply: "No. It's Beyond Good and Evil."

- Bane Keldare

In Response to "Green Eyed Grrl" from The Escapist Forum: It's a bit dangerous to suggest that Beyond Good & Evil is for everybody. Sometimes it seems we need to excuse ourselves for playing unpopular games such as Psychonauts or Beyond Good & Evil by saying that, "hey, it was just overlooked."

The problem does lie, of course, with those who make the games. They'd rather make a popular game than an unpopular one, sadly. Then again, who can blame them. Apart from me, that is.

- Jeroen Stout

In Response to "Green Eyed Grrl" from The Escapist Forum: What a funny trend to find games that are critically successful but commercial flops, and put them on a pedestal of profundity. The purpose of this article seems to be: proselytize the unwashed masses who were obviously duped by Prince of Persia and Zelda: Wind Waker back in the day.

I picked up BG&E back when it came out, and was amazed by the high production values and obvious love put into the game...but the platformy/racing/photography mish-mash of gameplay sent me right back to Zelda and PoP. If BG&E had been a run-away commercial success do you think it would have place here among the disenfranchised? A place of derision perhaps.

- FuriousBroccoli

In Response to "Everywhere & Nowhere" from The Escapist Forum: Ubisoft has been a favorite publisher and developer of mine for years. Odd that they have managed to stay so quiet while growing so large. Even so, they show their love of games through their commitment to creating new and innovative games. The care about making good products, for all kinds of gamers.

- GameGhost

In Response to "Ubisourcing" from The Escapist Forum: I can't think of anyone who actually makes games who would characterize art, animation and audio as "minimally creative."

Based on this article, I'm going to go ahead and guess that Varney has no understanding of the role of independent contractors in the game industry. Just because something isn't done in-house doesn't mean it's "outsourced."

- Ian Dorsch

In Response to "Ubisourcing" from The Escapist Forum: In my opinion, it's not a terrible stretch to call it "minimally" creative to draw a mundane object that you've been told to draw, in somebody else's style, for use in a setting and manner that still another person has decided upon; nor to record a realistic and common sound effect per another person's request. There's creativity involved in these tasks, yes, but not much.

- Bongo Bill

In Response to "Ubisourcing" from The Escapist Forum: When I stupidly typed "minimally creative," I was actually thinking "minimally supervised." I absolutely don't believe, nor mean to imply, that art and music aren't creative.

- Allen Varney

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