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Gaming can make a better world – blimey.

BcR logo with white and red pixelated text on a black background.
By Matt Clarke
July 29, 2010

As if I needed even more reason to play videogames, an intellectual woman goes and does a heap of research about it and provides the most convincing argument for why we should all play more games that I’ve ever heard. Below is a video of Jane McGonigal, a games designer and all-round awesome person who believes that “Reality is broken and we need to make it work more like a game.” It’s a 20 minute presentation, recorded in February 2010, and it’s one of the most thought-provoking things I’ve seen all year.

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Gaming Memories – Heavy Rain

Matt Clarke

April 17, 2017

Format: PS3
Release date: 2010

Heavy Rain is more like an interactive movie than a game, and it is mostly excellent. It’s a game about choices and living with the consequences. I played it through twice myself, just to see how different decisions affect the story and its ultimate conclusion, but to say that my first try was emotional would be the understatement of the century. This game almost broke me. I’ll tell you how soon, but first I want to recount the story of one of my friend’s choices… Like I said, watching Heavy Rain is just like watching a movie, but watching your friend play Heavy Rain gives you an amusing bit of insight into their psychology. The results can be hilarious.

Gaming Memories – Deus Ex

Matt Clarke

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Format: PC
Year: 2000

It may look clunky as hell thanks to the original Unreal engine, but Deus Ex was a pioneer in videogames because it gave the player so many choices to make. It resulted in one of the deepest gaming experiences of the time, because it went to great effort to show the consequences of those choices. The story was spread across many ‘hub’ levels, giving you total freedom to approach your objectives whichever way you wanted, aided by an RPG style upgrade tree that you invested in as you played. Wanna finish it without killing a single soul? That is entirely possible. Prefer to tool up with a rocket launcher and just murder your way to the end? Nothing could stop you. Your NPC allies would respond differently back in the Unatco base, depending on what you did out in the field. This level of responsiveness was unparalleled for a long time, to the point that even if you walked into the ladies toilets, your boss would scold you for it during the mission debrief later on. It was many little moments like that which made the game so memorable for me.

Gaming Memories – Portal

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