McMillan’s Codex
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McMillan’s Codex #38: Mass Effect 2
McMillan’s Codex #38 By C.T. McMillan Mass Effect 2 Roleplaying games come in all shapes and sizes. Elder Scrolls and Fallout are technical with player interactivity in mind, while Kingdom Hearts 2 and the like are thematic with an emphasis on linearity. A few titles achieve a balance of the two where you have depth-full interactivity Continue reading
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McMillan’s Codex #37: Trailer Analysis of Infinite Warfare
McMillan’s Codex #37 By C.T. McMillan Trailer Analysis: Infinite Warfare Rather than film myself making faces and telegraphed gasps, I want to try something other than a conventional trailer reaction. I do not mean to sound like an arrogant snob, but I have played and seen enough games to the point I can divine story and Continue reading
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McMillan’s Codex #36: Videogame Movie: Silent Hill-Revelation
McMillan’s Codex #36 By C.T. McMillan Videogame Movie: Silent Hill: Revelation The only revelation in Silent Hill: Revelation (SHR) is the movie is garbage. Some years ago I watched the film out of curiosity and then once more to make sure the movie was not a delusion conjured by my subconscious. Now I find myself having Continue reading
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McMillan’s Codex #35: Sterling v. Homicide
McMillan’s Codex #35 by C.T. McMillan Sterling v. Homicide Jim Sterling is a British born videogame journalist living in Mississippi and one of my inspirations. With a sharp wit punctuated by the passion of a religious zealot, he reports on the industry on his show, The Jimquisition. In between shows, Sterling releases shorter pieces like Squirty Plays, which Continue reading
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McMillan’s Codex #34: Harcore Henry, and the Videogame Aesthetic’s Uses
McMillan’s Codex #34 By C.T. McMillan Harcore Henry, and the Videogame Aesthetic’s Uses There has always been a concern over videogames becoming more like movies and vice versa. Games designers borrow elements from film and movie directors pay attention to the appeal of video game elements. The Phantom Pain uses long shots like Children of Men, Continue reading
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McMillan’s Codex #33: Videogame Movie, Silent Hill
McMillan’s Codex 33 By C.T. McMillan Videogame Movie: Silent Hill Adaptation is double-edged sword. Seeing your favorite works in another medium can be exciting, but there is always the possibility it will not do the source material justice. Information gets lost in translation, details will not make the transition, and your favorite parts may be Continue reading
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McMillan’s Codex #32: Kingdom Hearts 2
McMillan’s Codex #32 by C.T. McMillan Kingdom Hearts 2 The difference between Western and Japanese roleplaying games (RPG) is staggering. Where the former focuses on character growth and story arc, the latter prefers steadfastness of character. Both have their merits, but in terms of escapism, WRPGs give you more opportunities, whereas JRPGs tend to be restrictive. Before I Continue reading
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McMillan’s Codex #31: Far Cry 3
McMillan’s Codex 31 By C.T. McMillan Far Cry 3: Blood Dragon In entertainment, nostalgia is dead. For about five years the Internet, pop culture, and Hollywood milked the past to the point of saturation. The remakes, reboots, sequels, and merchandise compounded my frustration in a vain search for originality until I could not take it Continue reading
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McMillan’s Codex #30: Elder Scrolls 4: Oblivion
McMillan’s Codex 30 By Charles McMillan Elder Scrolls 4: Oblivion Trends come and go. People start to like a thing for a time before something new takes its place. The same principle applies to videogames where one title will become a paragon of design until the next paradigm-defining release. The cultural effect of Elder Scrolls Continue reading
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McMillan’s Codex #29: Call of Duty: Ghosts Part 2
McMillan’s Codex #29 By C.T. McMillan Call of Duty: Ghosts Part 2 When writing fiction, establishing a sense of verisimilitude, the bridge between reality and fantasy, is important. That is why Tom Clancy can write about IRA splinter groups trying to kill the King: because there is a realistic degree of logic around the premise Continue reading
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The Drunken Odyssey is a forum to discuss all aspects of the writing process, in a variety of genres, in order to foster a greater community among writers.
