Pacing, Puzzles And Aliens
With the prospect of a “New Year” already feeling like it’s part of some archive within a secret government filing cabinet, neatly encased underground, the year of 2013 is already going full swing like there is no tomorrow. For all we know, there is no definite tomorrow. Gaming receiving less time than it deserves makes some unhappy pandas in the dull wasteland of everyday life.
One tries to game as much as possible, whether there be success or none at all, life goes on.
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We may feel the need to rush through a game, wanting to know the next story aspect or perhaps a true motivation to unfold, but you’ll very often find a game demanding you to slow down and think a bit more than one usually does.
Gaming time is precious and if you don’t savour the time you have, you’ll either regret using that time to rush blindly through the game, just for the sake of finishing it or you can take your time, not progressing as much, but appreciating the scenery and exploring for hidden items or extra goodies.
If an action game comes to an unexpected halt, wanting you to solve a small puzzle, why do you think that is? That puzzle may be so trivial, you’ll wonder why it is even there, but there is a reason for that. If you’re needed to slow down the pace and take a few moments to think beyond shooting the ugly mothers, the scenarios may feel more like series of escalating events instead of a continuous blur consisting solely of gunfire and guts covering the screen.
It may not even be a puzzle, but rather a section where there’s character interaction alongside a few lines of dialogue. Just something to change the pace.
In Crysis 2 a whole building crumbles to the ground before your eyes and an alien tower-thingy erupts from underneath the streets, causing you to witness this and fall from an airborne helicopter. Why did these moments feel so big and epic? It was paced properly and it didn’t happen from start to finish.
You’re more likely to remember something that happens rarely or nothing will feel special in the end.