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The 5 Games Most Influential To My GamerDNA

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Zvarri said...
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The following five games are the five I've probably sunk the most hours into over the course of my life. I don't play any of them now, but they defined the kind of gamer I am today. Here they are:

TEAM FORTRESS (PC, Quake mod): The other games on this list are primarily single-player, but I am an avid multiplayer gamer. I was never much into Quake itself, but the Team Fortress mod showed me that online multiplayer didn't always have to be a mindless fragfest. It showed me team-based multiplayer, a variety of classes for different roles and strategies, and that some of the most rewarding gameplay could be found filling a support role for teammates. I always gravitated to Spy or Engineer and I found that I could kick a lot of ass using my head rather than my rather poor reflexes. This is undeniably the game that got me into online multiplayer games for life.

UNDER A KILLING MOON (PC): This game was my first real graphic adventure game. It proved to me that games could tell a story in a way that books and movies really could not. It was funny, it was difficult, it was cheesy, and it was a bear to control. Still, I'd replay this one if I could, just for the story.

THIEF II: THE METAL AGE (PC): The first Thief game had a rich narrative and introduced me to the concept of stealth gameplay, only to abandon stealth half-way through. Thief II did better than its predecessor in every way. Never before or again have I had fun waiting in the shadows for ten minutes just to find the right moment to blackjack a guard when his back is turned. In no other game would I enjoy spending hours skulking around a single level, searching every nook and cranny for valuables. This game sold me on the stealth action genre it helped create, and I feel few games have done it as well as this one.

HALF-LIFE (PC): The story in Half-Life wasn't the most original or compelling in the history of stories, but it did one major thing different: it told you the whole damn thing from the same perspective without a single cutscene or video to break up the narrative. It was bold, and it worked. The game itself was one of the most tense experiences I had ever had up to that point. It also showed me that a game didn't have to be a point-and-click adventure or a stealth action game to be able to tell a good story; that the story could be woven into the gameplay itself, rather than spoon-fed to you between levels.

ETERNAL DARKNESS: SANITY'S REQUIEM (GC): The culmination of the narrative video game spiked with one important x-factor: breaking the fourth wall. Metal Gear Solid did it first, but this game did it better, with its insanity system that both tied into the story and worked above it, communicating with the player itself. This is essentially the post-modern video game narrative. As a result, I have a strong love for any game bold enough to step away from its story for a second to scare the player into thinking his save file has just been deleted.

I'm not sure if my gamerDNA from the site will back up my assertions, but in my opinion, these five games embody the qualities I value most in games. I sure play a lot of games that are nothing like these five, however; c'est la vie.

So, these are my five games that most influence my gamerDNA. What're yours?

Half-Life (PC)

Genre/Style: Shooter/First-Person Shooter
Release Date:
Under A Killing Moon

Under A Killing Moon (PC)

Genre/Style: Adventure/Interactive Movie
Release Date:
Thief II: The Metal Age

Thief II: The Metal Age (PC)

Genre/Style: Action/Stealth
Release Date: 22/MAR/00
Eternal Darkness: Sanity's Requiem

Eternal Darkness: Sanity's Requiem (GC)

Genre/Style: Adventure/Survival Horror
Release Date: 24/JUN/02
Team Fortress

Team Fortress (PC)

Release Date:
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