PETE DAVISON
COMMUNITY WRITER
Photo_on_2010-08-03_at_16
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LOCATION
Southampton, UK
Hi. I'm Pete. I write news for Kombo.com. I also write a blog every single day over at http://angryjedi.wordpress.com, play lots of video games and occasionally contribute here at BitMob. Oh, and I'm John Davison's brother.
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PSN  Angry_Jedi
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FEATURED POST
As the Wii comes to the end of its natural life, three disparate takes on the Japanese role-playing game genre turn out to be some of the most inventive and original titles of the entire console generation.
Friday, April 13, 2012 | Comments (0)
POST BY THIS AUTHOR (12)
Crackdown 2 has drawn a considerable amount of criticism from the media for its similarities to the first game. One gamer makes an impassioned defense of the game's shallow, "bubblegum-pop" fun factor, and encourages others to give it a chance rather than dismiss it immediately.
A first-time conventioneer from the UK hops across the pond to attend PAX East.
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Do you think Star Trek Online is just another MMORPG? Here are some reasons you should give it another look.
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What if Pong didn't have any graphics? And let's face it, it barely does. But I think it might go a little something like this.
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What if SEGA's Bayonetta was actually a piece of interactive fiction?
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The immediacy of the modern world breeds a different kind of laziness among gamers: lack of patience.
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An exploration of Dan Pinchbeck's storytelling experiment in the Source engine, Dear Esther.
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A look at some of gaming's best companion characters over the last few years.
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Meet Pete Davison, Englishman, producer/editor of the Squadron of Shame SquadCast and generally quite nice guy.
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Revisiting Apogee's classic, if bizarre, FPS from 1995 - Rise of the Triad.
COMMENTS BY THIS AUTHOR (149)
"The trouble with this guy's comments, as with EVERY TIME this silly "debate" comes up, is that interactive entertainment is such a broad art form that you CANNOT prescribe what it "should" and "shouldn't" do. Games aren't confined to a single structure or style, and have far more diversity than pretty much any other artistic medium out there. Some of those game styles lend themselves perfectly to emergent/imaginative narrative (Dark Souls is a great example; Minecraft is another; roguelikes are also wonderful for this) while others embrace the limitations of linear storytelling but provide the player with the tools to feel like they are influencing it.

I played a visual novel game called School Days HQ this year. It has over 20 endings, each of which is COMPLETELY different from the last, and each of which can be reached through several different routes, each of which changes the context of what you are watching completely. In terms of interactivity, the player's role is limited to making occasional choices and then sitting back to watch the results -- barely a "game" by traditional definitions -- and yet it's ended up being my favourite game of the year purely for the flexibility in its supposedly "linear" narrative.

If all games handled narrative and storytelling in the same way the landscape of the medium would be very dull indeed! People like this chap need to understand that their way is not the only way."

Friday, November 30, 2012
"Ever play Spore? That handled user-generated content magnificently. You played the game, created your creature, evolved it through the various ages of the game and eventually took it to space. All the way through the game, you were coming across life forms created by other players, with priority given to people on your friends list.

This was later expanded on hugely with the "Galactic Adventures" expansion pack, though I'm yet to try that.

While by no means perfect, Spore was a highly underrated little gem, in my humble opinion."

Sunday, May 27, 2012
"I hate webisodes, never watch special features on DVDs and despise DLC. The games I have played and enjoyed most recently were all on platforms where DLC is not even an option -- I've played Xenoblade Chronicles, The Last Story and Pandora's Tower on Wii, and Shadow Hearts and its sequel on PS2.

It felt good to know that they *weren't* going to grow and change over their lifetime, that what I'd paid for was what I got. I didn't need them to be anything more, and I didn't feel any guilt over playing them now when there might be additional content further down the road. I would much rather things stay that way. Not every game needs to be a service. Competitive multiplayer titles like shooters, racing sims and whatnot? Fine. But keep that crap out of my story-based games because all that ends up happening is fragmentation of a once-coherent narrative.

My big problem with DLC is that it is, in many cases, piecemeal and very expensive for what it is. I'd much rather pay $20 for a full-on 20+ hour expansion pack along the lines of Shivering Isles, Dragon Age: Awakening or the old Black Isle expansions of yore than continually have to pay out little chunks of $5-$15 for one or two hours of gameplay. As it is, the vast majority of DLC *is* nickel-and-diming consumers, purely fuelled by greed. The whole "production cycle" argument is a convenient excuse, and I don't buy it at all."

Sunday, April 22, 2012
"Applause to you for writing this, Chris, though you're sure going to take some flak for it as we've already seen above.

I hate the word "entitled" and all its variants. I'm not even convinced that most people who are using it really know what they are saying.

I won't get any further into this as it's likely to become a slanging match if the response above is anything to go by, but props to you, Chris. More people on this side of the fence need to speak out -- particularly against the rather poor attitude certain members of the press have been displaying towards the community."

Friday, April 13, 2012
"Rusty Hearts is worth a look, too. A good evolution of the brawler genre with a kick-ass soundtrack. And Sega's Spiral Knights is excellent, too."
Tuesday, April 10, 2012
"I disagree with the statement "Xenoblade Chronicles is the Wii's last gasp", though I get what you're saying -- it could really have done with being released significantly sooner and to a wider audience.

But here's the thing: The Last Story and Pandora's Tower are both set to follow, and while I can't speak for Pandora's Tower until I get a copy on the 16th, The Last Story is certainly on a par with Xenoblade in terms of quality -- and is a completely different take on the JRPG, to boot.

Pandora's Tower may well be the Wii's last gasp, then. :)"

Monday, April 09, 2012
"The trouble with Oblivion's achievements on the 360 version is a curious one, and not quite the same as what you describe. I'm not sure if you've looked at them, but there are two types, and two types alone: achievements for progressing the main plot, and achievements for reaching each rank in the Thieves/Fighters/Mage/Assassins/Arena guilds. That's it.

Now, were you to 100% Gamerscore the game (I did) you'd see a significant amount of content the game had to offer -- but you'd also be directing yourself down a set of rails that the game doesn't necessarily put there for you. You'd also be missing out on a lot of incidental quests that help to flesh out the world, perhaps ignoring them because they don't seem as "important" as the achievement-giving ones. I know that's certainly how I felt when playing Oblivion on the 360, and it really bugged me.

The way to play Oblivion -- and indeed any Elder Scrolls game -- is to explore, discover things for yourself and follow the plotlines you stumble across that seem interesting. You can play your way, live your virtual life in the virtual world and continue to have an enjoyable experience for many hours.

Max out the achievements, though, and there's a sense of "I've seen everything this game has to offer" -- when in fact that absolutely is not the case at all.

I've been getting back into PC gaming recently, and the lack of achievements in many titles is seriously refreshing."

Tuesday, July 12, 2011
"Great story, Paul. What's your source for this? Was it in the papers?"
Monday, April 04, 2011
"Thanks! Heh. I was pleased with that Bayonetta article. Perhaps I should revitalise the idea for some more recent games..."
Monday, February 21, 2011
"Worst case of this I've seen recently was Vanquish. I can't even remember the female character's name in that—Elena, was it? All I remember was that pretty much every shot of her was either looking down her top or up her skirt.

This was Platinum Games, of course, but Vanquish didn't have hyper-sexuality as part of its aesthetic design—it was completely gratuitous. In Bayonetta, the ridiculous camera angles were part of the experience. I believe I described it at the time as "so sexy it's not sexy any more"—it was just incredibly stylised. In Vanquish, it just came off as tacky.

Complain all you like about JRPGs, but they're home to some of the medium's great female characters."

Tuesday, February 08, 2011
"Yes, Demian, most people playing on PC are playing with a controller.

That said, I've been shocked at quite how many people are playing on PS3. Not shocked in a bad way—I'm delighted to see the PS3 get an online game all of its own—but surprised that people would seemingly gravitate to it as the platform of choice for this game.

I guess that's partly due to the things that The Shums says above though. It's seemingly been designed primarily as a console (or at least console-style) game. Apart from the social stuff, which is clunky and sucks ass at the minute, but is apparently a "priority" for them to work on. You'd hope, really, given the nature of MMOs."

Thursday, January 20, 2011
"I enjoyed the episode with the Davison brothers the most. :)"
Thursday, December 30, 2010