World War Two Snipers – Videogames vs History

History can be less exciting than the fiction it inspires. I can accept that with a smile. War movies, TV shows and games can bathe the World War Two era with so much action and violence that the reality is all but lost. That is not a bad thing, in any way. Not only is it pleasing to see what the historical context can be morphed in to, but allowing some distance between exciting fiction and grim reality is often appreciated. However, sometimes the reality is exciting enough without poetic license. Furthermore, the History of the World Wars still offers so much more inspiration yet to be tapped.

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Do You Care for Quick Time Events?

I’m okay with Quick Time Events. There, I said it. Don’t worry; I’m aware that bad QTEs exist. After all, gamers often state categorically that they “love video games” knowing full well that bad games exist. Similarly, I’m fond of Quick Time Events despite the fact that many examples are quite awful. Quite a lot of them actually…

Let’s face reality: QTEs aren’t going anywhere, whether you like them or not. We could, as a gaming community, continue to scowl angrily each time an unwelcome prompt appears on screen. Or we can embrace this game-play quirk. Rather than dismissing all QTEs, perhaps we could classify what makes a ‘Good QTE’, and ask for more of that ilk?

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Video Game Music in the Classroom

During a school day other teachers wander into my room as I teach. Occasionally they will remark on how wonderful it is to hear classical music emanating from a classroom, and how pleasant it is to see students appreciating quality music as they complete their work. As they leave, the students share a collective smirk; that teacher doesn’t know that Sir is playing the Halo soundtrack.

I’m not the first person to see the benefit of using video game music whilst studying. Video game music is designed to be in the background. It is intended to be entertaining without becoming distracting. Whether you are trying to improve your concentration or make a laborious task more interesting, music from games offers a wonderful solution.

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Why do the silent start speaking in sequels?

I’m sure that if I asked you to name your favourite video game characters, your list would include one or two silent individuals. Many of the most legendary protagonists are taciturn, and are often respected for staying quiet. Unvoiced characters often let their actions (or their games) speak for them.

Whilst many of these voiceless stay hushed, the decision to grant speech has occurred in many game sequels. In the past, this could be attributed to what games were capable of doing – voice acting in video games didn’t develop until the 1980s. Nowadays, this character change needs to be considered carefully. In my opinion, the addition of a character voice can change the very foundations of a game. Occasionally, a franchise will eject its original silent protagonist for a speaking lead, which has a definite impact on how the next game plays out.

Below are a few examples of games that gave their heroes permission to speak. I discuss how I reacted to the change, and the difference that change made.

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Which games would benefit from a Zelda weapon?

I am currently in the final stages of The Legend of Zelda: A Link Between Worlds; I’m one of those gamers that can’t possibly take on the final boss if there is still a collectible out there. Each Zelda series has always been full of items and weapons, but when playing Link Between Worlds it really strikes me just how much item variety there is.

This thought then manifested: why do Legend of Zelda games get so many tools and weapons, but other game characters are restricted to a pile of slightly different guns. Could a game or franchise be vastly improved by borrowing an item from Link? Below are a few suggestions to show you what I mean:

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