Sony misused internships to replace paid workers. He - taking one of the few opportunities available in the industry to him - took the position and realised he was just working there like any other staff member.
How many non-news items are you planning on cluttering your pages with? How about some thought-pieces, opinion journalism, or just something instead of this tripe?
Oh, and in addition to my last post, let's look directly at the roles of female characters versus male characters:
1. Maria commands a group of survivors in a distinctly military setting.
2. Sam is a shy and worried kid. Ellie is braver, tougher and more outgoing.
3. Tess is bossy and quick to initiate violence. Joel mostly follows her lead.
4. Marlene is the leader of a violent 'terrorist' organisation. She is a cold utilitarian. Joel is to Ellie warmer, emotive and empathetic.
Reanalysing the characteristics of these people emphasises just how tenuous the links between this game and traditional gender roles really are. There's nothing substantial here. The game has subverted conventions in nearly every character.
I'm sorry, but Tess was a cold and commanding female character, quick to mercilessly dispatch of her foes. Joel neared her subordinate at times. This is the exact opposite of the dependant, warm female 'voice of reason' gender stereotype. Ellie was a foul-mouthed teen with an eager desire to grab a gun and help Joel settle disputes. The Fireflies leader was a strong-willed utilitarian who juxtaposed Joel's affectionate and caring attitude towards his 'daughter' - and again, this is a male character being warm towards his daughter - stereotypically a mother's role.
Unless you're looking for some contrived means of creating polar opposites - in every single regard - to gender stereotypes, this game was quite excellent in breaking conventions. It's deserving of its praise for doing so.
This is some seriously shoddy research - as the article pointed out.
Games that are going to sell well - like the annual AAA titles - obviously don't need to offer a demo. Those games that haven't the reassurance of guaranteed sales will need to entice the demographic somehow - and this can involve a demo. They'll never sell as well as the triple A games, but they'll gain an audience with a demo.
This is like claiming that wheelchairs restrict mobility because people who use them are slower than people who walk. The reality is that they enhance mobility for the people who need them - and that's an important function obviously.
What a strikingly stupid series of statements. Many of the people discussing power are more than informed about the technical aspects. Making the argument that only a few heads are 'in the know' is pompous and untrue - an excuse to end the debate before defeat.
And of course power makes a difference. If both consoles use well optimised hardware - which they will - then the more powerful hardware will give more juice. This matters for exclusives. It mattered last generation when the PS3 could produce powerhouses like Killzone, The Last of Us, and Uncharted 3, where Xbox couldn't make content on that level. I don't know why he thinks otherwise. Hardware dictates at least partly the power of exclusives and 'gaming experiences'. Duh.
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