Medal Wars: Keiser’s Revenge is a game. In this game, players left-click where they want to move, and left-click on what they want to shoot, and left-click on what they want to hit with a melee attack, and left-click on what they want to pick up. They also right-click to reload. Although this simplicity means I can eat an ice-block while playing and still play fairly successfully, it causes some pretty persistent gameplay issues. Beyond that, players are given some crude, vaguely amusing humour and an apparently deliberately pointless narrative. So… cool?
The argument of whether something is a “game” or not is one that will rage for as long as our medium exists. What makes a “game”? The game I’m looking at today, Proteus, has fed more fuel to the fire than any new release for some time. Proteus starts the player off in a vast ocean with only the faintest view of an island on the horizon. Upon planting feet upon the island’s sandy shore, music starts. That’s all there is to it, really–Proteus is a procedural music generator that provides no goal to the player except to explore.
Crysis 3 is a pretty game. I’m just gonna come out and open with that, since it is (tragically) the most important element of Crytek’s latest addition to the series that is renowned for being, well, very pretty (for those that can afford the hardware, at least). Yet once again, the series pushes PCs and consoles to the infamous point of turning down the settings to compensate for lag without changing the gameplay formula too much, while still managing to miss some mark that only the original Crysis really hit for me. It’s fun, yes, but it just feels like there’s an opportunity upon which Crytek just haven’t capitalized.