The Joys and Design of Violence in Your Favorite Video Games             I’m going to be honest: I don’t just like the best shooters out there; I play a fair amount of also-rans as well. I got my PS4 less than a year ago and have been working through the back catalog playing games like Undertale and Bloodborne.
The Intro: Diablo III was probably the most hyped RPG game of all time. The massive expectations, coupled with the incredibly long delays in development, meant that by the time the game came out, a lot of gamers had already moved on to other offerings from Bioware and other studios.
Balancing the Old and the New in Game Sequels I started playing Fire Emblem: The Sacred Stones for GBA yesterday, and while on the Fire Emblem Wiki I glanced over the summary of the game’s reception, which went something like this:
In another post, I argued that videogames (like all expressive media) influence the world but that, cumulatively, their influence is more likely to be positive than negative because games can show us new. 
The Intro: Castlevania: Lords of Shadow 2 was a bit of a late bloomer. Not much happened in the first half of the game, and even in the latter half, the game only came into its own once there was more combat and less exploration.

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