I spent the past weekend playing the excessively punctuated Vampire: The Masquerade - Bloodlines because a friend gifted it to me with enthusiastic recommendations. Now, understand: vampires aren’t normally my thing. Anne Rice never made it onto my bookshelf, and the only part of True Blood that I really like is the opening. I have nothing against the supernatural; if they were just immortal, smooth-talking people who wanted to bring the cape back in style, I’d have no problems with them. It’s just that they’re so sad about it. So, I went into Vampire: The Masquerade expecting a lot of emo characters whining about the burdens of immortality and how they long -- oh, how they long! -- to see the sun again.

If there was whining, I hardly noticed, as I was too wrapped up in an amazing game. It’s great for a lot of reasons, though some of them more obvious than others. The first time I backhanded someone and the force of the blow sent them crashing through a window brought a smile to my face, for instance. But what really impressed me were the loading screens.
Now, now -- take your cursor off the Back button, please. Give me a second to explain. Loading screens get a bum rap among gamers, and understandably so. They pull you out of the action and either leave you sitting there reading the same tip for the tenth time or (and I’m looking at you Tenkaichi series) playing some ludicrous mini-game that makes your thumb hurt. It’s not enough time to grab a sandwich, but just enough time to realize you want one.
Developers have tried a dozen different ways to make loading less painful. I personally didn’t mind Mass Effect’s infinite elevators, but I might be alone in that opinion. Many games claim a seamless world with no loading at all, but until that’s the standard, we’ll have to make the best with what we’ve got. Bloodlines does that in a way that took me a few levels to figure out: it puts the loading screens in entirely the wrong places.
Maybe I’m reading too much into this, but it really impressed me that Troika spent effort manipulating the player’s preconceptions about level design to make their own level designs better. Have any of you played something recently that made itself better by breaking the rules?
Let me know in the comments, and I’ll check back right after I get my Malkavian his new apartment.
Wii U Controller Leak Analysis
Join us as we uncover the secrets of the Wii U controller, as revealed in a recent leak. We dive ...
Feature - May 19, 2012
Was Xenoblade Chronicles Worth the Effort?
Operation Rainfall seemed like a pipedream when it was first announced. Gamers have attempted cam...
Feature - May 18, 2012
Mario Tennis Open Soundtrack
As we mentioned in our review, Mario Tennis Open has one of the best soundtracks we've ever h...
Feature - May 13, 2012
Mario Tennis Open - Video Review
In our video review for Mario's Tennis Open, we delve into both the single and miltiplayer mo...
Review - May 11, 2012
Assorted Mario Tennis Open Footage
If you've been following our Mario Tennis Open coverage, you've likely already seen full ...
Feature - May 10, 2012
Mario Tennis Open Secrets & Unlockable Characters
Wondering how to unlock the entire roster in Mario Tennis Open? Or maybe you want to know how to gai...
Feature - May 10, 2012
Mario Tennis Open - Special Games Footage
So we've already shown that you can play the original Super Mario Bros. in Mario Tennis ...
Feature - May 09, 2012
Playing Super Mario Bros. in Mario Tennis Open
One of the coolest modes in Mario Tennis Open is the ability to play a recreation of Super Mario ...
Feature - May 09, 2012
30-Minutes of Mario Tennis Open Gameplay Footage
Mario Tennis Open is almost upon us! Check out what's in store for you with our videos showca...
Feature - May 09, 2012
The Newest Mario Suit: Drunk Homeless Mario
So my sister just returned from a trip to Las Vegas and saw something rather interesting. Now unl...
Feature - May 03, 2012
