The Truth About Being a Game Tester – II

Hello, again!
As I was going through the internet, I found out this information – more – about being a Game Tester. A lot of people may have a variety of different opinions, but they can say whatever they want, for me, it still seems a dream job.
 Video game testing plays a crucial role in the development of new video games. Game testers put games through the paces while still in development and when finished, to ensure gamers have a good experience. Game testers conduct video game QA, or quality assurance, finding mistakes, bugs and other problems that could annoy or turn off the gaming community if they’re not fixed.

Don’t let the word “game” in this job title fool you. Video game testing is a serious job. If you think it involves whiling away the hours playing the latest games, think again. Video game testing can be as tedious and frustrating as any job. It requires an organized, disciplined approach to product testing and not just finding new ways to score high or beat the game.

Video game testers must have lots of patience, be methodical in their approach and have a keen eye for details. They must be good communicators and have some understanding of computer hardware and software. And, of course, it helps to have awesome controller skills and the hand-eye coordination needed to navigate through multiple levels of increasing challenges. Yes, being good at video games is helpful to video game testers (but not absolutely necessary)!
(Blog’s Author: One more thing. Imagine that you love to play games like resident Evil, Fear and survival horror and you are working in a company that ask you to test a soccer game. Try to play something like Winner Eleven or FIFA and you realized that you are not just a fan of sports, but you really don’t like games like that either. Well, it may be really boring to play that for thousands of times and have to go over it again and again and again.
Well, this is just another way of seeing things and trying to understand it but as I said, still playing, still having fun.)



The Truth About Being a Game Tester

I found this text in another website and translated to Portuguese so many of my readers could understand. Now I am posting the original one.
Hope you like it.
Many students dream of being a beta tester or game tester, someone who plays games for a living. It sounds like the ultimate job, right? You’re someone who enjoys playing games, and so what could possibly be better than sitting in a comfy chair, sipping on sodas, and playing games while getting paid for it? There are hundreds of websites and advertisements out there trying to lure unsuspecting students into programs and schools to become a game tester, and there’s even a TV centered around it. It’s such easy bait that many students buy into the dream, hoping to end up in what sounds like a perfect job.
(Blog’s Author: Now, this is when talking about USA and other places as far as I know. It is important to underline that here in Brazil that is not so common and we hardly see adds about how you can be a game tester.)

Unfortunately, being a beta tester professionally isn’t all it’s cracked up to be. Quality Assurance, or QA as it’s called in the industry, comes with a lot of negatives that students aren’t aware of as they pursue the rosy picture in their minds. I’ve worked with a lot of great people who are game testers, and while it may be a good career for some, for most of my students that I advise it’s no a wise choice. These are a few reasons for this, and there are some better options that I tend to steer students towards instead.

The first main drawback is that the work is actually not nearly as fun as you would think; on the contrary, it’s quite tedious. Students who imagine game testing imagine it being similar to when they have their friends over to play some games – sitting around, playing a few matches here and there, and trying out the newest games when they come out. Working in QA isn’t anything like this. The primary purpose of quality assurance is to find bugs and problems in the game, such as the game crashing, glitches in the images, or incorrect behavior. In order to find these bugs, QA has to play the game over and over and over again. For example, if you were working on Call of Duty, then when the first level was ready to play, then you would play through it. Then you would play through it again. And again. You’d try to do something slightly different each time, waiting for the game to crash. You will probably end up playing the same level literally hundreds of times. This is a far cry from the rosy picture most people have of testers and has a feeling much closer to assembly line work.

(Blog’s Author: Now, here comes something really important: Passion for games. It may be hard to do as he says, playing the same kind of level again and again, but you have to look at the real core of the business. You are playing video games as a job)
The second main drawback of being a pro beta tester is low pay. Of all the careers in games covered by the games industry salary survey done every year, QA consistently ranks the lowest, at over $26,000 lower than the next lowest discipline. Even leads and experienced QA personnel aren’t paid very much. This is a huge drawback when considering which path in games.
(Blog’s Author: This is something that I am going a little more further lately…)
The final drawback is that a career in QA has limited upward mobility. Some QA testers manage to move into other career paths like design or production, but most QA testers are stuck in QA for life, no matter how skilled they become. It makes it very difficult to move into another discipline, and since everyone wants to be a QA tester, there isn’t much negotiating power to move to other companies as well.

So what’s a gamer to do? In my career advising sessions with students and parents, I often advise them to consider a career as a pro beta tester or QA only after considering other paths first. While I have worked with many great people in QA, if you can become a designer, artist, or engineer, then you’ll be getting paid more, enjoy greater autonomy in your work, and have better mobility in your career.

(Blog’s Author: Ok. Overall, I think Brice may be right in some aspects about being a Game Tester. One of the things is that he is taking the Game Tester as a JOB. (Of course it is a job!) But what I am saying is that many students that would like to work as a Game Tester want that because it is something -and it has to be in every job – fun. You have to enjoy doing it and you have to be happy of doing it. Think about it. You will have to spend 8 hours of your day doing that. It is more than 30% of your day, so you supposed to do spend it in something that you like.

Now, I do agreed with him that this work is not JUST fun. You will have to deal with bosses, coworkers, pressure, dead-lines, documents, pay your bills with the salary and may not be enough, deal with problems during the work, etc. And that is what people should understand when talking about Game Testing.

Overall, my opinion is that if you do something that you really like and enjoy doing, you won’t need to call it a job and the money and the rest will come naturally.)

Video Game Localization – Part II

Miss part one? Read it here!


For more information about her, please note her website –


A Successfully Localized Game


With the huge amount of games being released daily and the fierce competition for the next big hit increasing rapidly, the localization process is in many cases, unfortunately, becoming more about speed and output and less about quality and consistency. In many instances, translators simply don’t have enough time to study the game, play the game and perform Quality Assurance on the game once it goes live. In fact, in my opinion, it’s becoming very rare to see a producer that actually takes all of this into consideration when planning the localization project schedule.
Conversely, there are still some very successful cases of localization out there as well. So, how about we focus on the successful cases and use them as our benchmark? And if you’re a game producer considering going global with your game, here’s a few tips I can share with you:

1. Hire a Localization Project Manager

Not too long ago, I was lucky enough to be part of the localization team for a Facebook game called Wild West Town. The game was created by a company by the name of Clipwire, and they did a fantastic job too. Why? Well, partly because they hired an in-house Project Manager (PM) to simultaneously manage all aspects of the localization process.
In a simple example, one scenario where the PM will jump in to help localizers remain efficient might be when a word that has many different meanings needs quick clarification. For instance, take the word “home” and on its own without any context it can mean one’s residence, the first page of a website or the start of a game. Because localizers can’t take any chances with words like this, they depend on the PM to guide them through their translations.
Also, by being there during the localization process, the PM can ensure that translations are correct the first time so that the entire team isn’t wasting time fixing minor errors after the localization is complete. Good characteristics of a PM include someone who can:
  • Manage deadlines to keep the translation and localization of a project on schedule
  • Ensure that mistakes are fixed in a timely manner
  • Prepare the files for translators
  • Answer questions that localizers have about specific content
  • Act as liaison between localizers and others in the game development (i.e. engineers, designers and content team)

2. Make Translators Play the Game


Like I mentioned above, it’s always best that game localizers actually play the game. Still using Clipwire as a good example, this company provided all its translators everything they needed to play the game thus making it easier and faster for them to complete missions and clear levels. Trust me, there’s nothing like having an unlimited supply of game money, supplies, XP points and energy when playing a game. 😉 (Blog’s Author: That is soooo truth. haha. I had to do it with my translation of the game Alien Shooter – Vengeance from Sigma’s Team.)
The more time a game localizer has to spend with the game, the better suited they are when it comes time to using their creative insights for completing the localization process. It is this personal experience with the game, as opposed to knowledge or techniques (although these are also important), that really makes a huge difference in the end. Translators who play the games before localizing them have a chance to:
  • Experience the feel of the game
  • See the characters
  • Learn how the game really works
  • Conceptualize the story
  • And much more!

3. Bribe Designers Any Way Possible (Within Reason)


(Blog’s Author: This is also important. Some words in a specific language fit better than others. Try to translate something into Japanese, for example, and the same word into Russian or German. It will fit different at the screen and the designer probably will have to go over many times through this as the text examples…)

If you don’t already know how much designers like to change their work once it’s finished, the answer is not at all! In the world of game localization, however,  the words “not at all” just don’t exist. The reason is simple. Every new language a game is localized into means the game must be tweaked and adjusted so that it meets the standards required by its new audience. This is why you want to treat designers nicely—give them lots of caffeine, candy and everything else they need to keep happy.
Here is a quick example for you. When the original version of a game (let’s say it’s a US English version) is created, the writers, developers, artists and everyone else on the team has a responsibility to create an environment that works for a US-based English speaking gamer—and that’s only one language. A designer could very well have to change the same image ten times for a game that’s localized into ten languages. For example, take a look at the photo to the right to see how the words “limited time offer” have been localized into several different languages. This is exactly what I’m talking about. Now here are some examples of what designers have to keep an eye out for:
  • A localizer might mistranslate a term due to an inaccuracy in context
  • The limitations of the new language effects the appearance of characters or game layout
  • The localizer later came up with a more precise translation for a sentence
  • Sentence lengths are either too short or too long when translated (Portuguese can be 30% longer than English!)
In short, a lot can change quickly in the midst of the localization process. And this is why it’s important to build in some flexibility so that changes to design and language can be made as needed. Above all else, keeping peace within the team is key. Of course, finding the perfect blend of patience and creativity is sometimes easier said than done.

4. Don’t Ignore the Quality Assurance Phase


Quality Assurance is a very important step if you’re a game developer trying to create a successful game. This is particularly crucial if your game is one that’s played online through social media platforms like Facebook. The reason is because there are tons of social games out there to be played, which means the odds of someone choosing to play a poorly translated game when they can play one that’s been localized well isn’t likely. Not to mention, because social games are usually geared towards the more casual player (as opposed to the serious gamer), they have to be localized well to keep players engaged and coming back for more. Although there is a long laundry list of different areas that need to be checked and re-checked by the localization team, some of the important ones not to be left off the list include:
  • Checking for consistency with the images
  • Making sure character dialogues are clear and accurate
  • Verifying that all the content of the game is in the target language
  • Checking abbreviations—all it takes is one slip like “abb evry sgl wd of stce” to ruin that special moment for a gamer
(Blog’s Author: This is something that many people that want to work with translation/localization does not know. To have a good quality in what you are doing, you will probably have to go over the same place at the game thousands of times. Of course you may have a lot of people to help you if you are working for a big company, but on my case translating by myself, I had to go over the game over and over and over and over again….. ok, not that I didn`t like that, but some people may find it tedious. Not me! 🙂)

So, that’s it! If you want to get into this industry, make sure to keep in mind that, as any other job you will have good things and bad things. The different is how you treat them and deal with all the situations. Something that is a problem for you, may be a solution for me….
Take care!

Video Game Localization – Part I

Hello folks,
As looking over the internet, I found this text from Thaís Castanheira, a Translator/Localization gamer in Brazil. Please, take sometime to read it, because this is pretty amazing and has some really good information.


For more information about her, please note her website –

What Makes a Great Game Localizer?


Does it take a true game enthusiast to make a great game localizer? Well, in my opinion, the answer is a resounding “yes!” In fact, once in a while, fellow translators ask me how to break into game translation and the first thing I always tell them is “you must like video games.” The way I see it, translators who don’t play video games don’t have the necessary background and understanding required for translating the specific and niche-terms gamers expect in the gaming world. Not to mention, game reviewers can generally tell if the localizer is, in fact, a true gamer. That’s all there is to it.
Not everyone agrees with me on this. Some believe it doesn’t matter who the translator is as long as they’re a professional. But let me give you one example of why I am skeptical of this. (Blog’s Author: I do have to agree with her. You can’t have a good translation if you don’t love what you are doing. Otherwise, will be only another job…)
Once I was asked to translate the back cover of Assassin’s Creed – Revelations from English into Brazilian Portuguese. At the time, while I was aware of the game, I hadn’t actually played it. And even though I wasn’t a fan, I didn’t have to be one to know how important it was for those who were—especially since it was the third game in the series.
If you aren’t a gamer, think about it this way. For a moment, imagine if you had played this game from the very beginning. Not only would you have seen exactly how the story first evolved, but you would have also saved the game countless times as you slowly worked your way through each level of the game defeating bosses, rescuing entire villages and discovering new secrets taking you to new and exciting places. Next, imagine that you cleared the first game, then the second and now you’re ready to play what could be the third and final chapter of this thrilling story.
Clearly, as a gamer, you’d want everything to be perfect, right? And this is the exact reason I knew that I had my work cut out for me. The content I was given to translate included:
  • A portion of a speech given by Ezio Auditore, the main character in the story
  • Copy about the weapons, enemies and an entire universe I wasn’t familiar with at all
  • General marketing and PR materials about the game


Translation vs. Localization


(Blog’s Author: This is also important. Translate is what really the word means: To translate. You simply work with one language and translate to another taking care of grammar, puntuation, understanding, local vocabulary, etc. But to localize is something totally different from that. You have to deal with the region you are working with, way of speaking, people, culture and more. You do Translate the text, but taking care with another things that a Translator wouldn’t normally care.)
I had a choice. I could either translate, or I could localize. And when I say “localize,” I’m not talking about just localizing it into Portuguese, but into Portuguese as it would be used in the world of Assassin’s Creed. This means translating words with the same vocabulary that appeared in previous games and marketing materials. And because fans of the game would expect it to be done this way, that’s what I did. Now let me tell you how.

1. Become Familiar with the Language

(Blog’s Author: I always tell people that asks me how I work when translating a speech of some character. It is not just translating it. I have to see the character, understand how he/she thinks, her feelings, thoughts, where he lives, why he lives, etc. I try to understand the character because the way it speaks would affect the whole game. Can you picture Kratos talking smart words and like a nerd, just because the translator thought that would be better to use difficult words because of the developer or to impress with the work? Or even, that some bad vocabulary is not appropriated for the game and change it…..)

Gamers are your most valuable source of information when it comes to learning more about a game. And that’s why I always like to start a project by browsing the internet to read forums, pages about the game and comments in the target language. Having this background knowledge can be very helpful.
Here is an example of what I’m talking about. The main character in Assassin’s Creed (Ezio) uses a weapon called a hookblade. The Portuguese translation of this word is lâmina-gancho, but research showed me that most Brazilian players actually refer to it by its English name instead.
The reason is because the previous games of this series didn’t have subtitles in Portuguese, so the gamers learned the name of the weapons in English. Without research, I would have never known this important detail and I could have mistakenly translated the word into something that was “correct,” even though it wasn’t the word adopted by the gaming community.
Now how about this next example? The localized title of Assassin’s Creed is Ordem dos Assassinos (Assassin’s Order) instead of Credo dos Assassinos as many might think it would be. Again, the bottom line is that translating critical words (i.e. the title of the game) without careful research can be a move that’s detrimental—take my gamer’s word for it.
2. Learn the Ins and Outs of the Characters
Who is this guy Ezio and why is he an Assassin? What is the Assassin’s Creed anyways? How was this game translated into my language in the first place?
Essentially, these were the types of questions I was pondering at the start of this project. Finding the answers definitely required some investigation. So I dove into Ezio’s life, learned his story and guess what happened? I loved it so much that I became a fan! In fact, I even bought the book and it still sits on my shelf today.
If possible, I also like to play previous versions of the localized game, but this isn’t always an option. Otherwise, I do whatever it takes to go deep into the story and use the (sometimes little) time available to try and understand what it is that makes so many people crazy about it—even if I don’t always agree.
In the case of Assassin’s Creed, I was hooked from the start, but this isn’t always how it works out. That’s why, regardless of whether I share the same sentiment about any of the games I translate, I always make sure I respect the feelings of the gamers who play them.

For more information about her, please note her website –

Text source:

Foreign Trade Bachelor – Final Paper

Hi everybody,

Today I am going to talk a little bit about the board game that I developed for my final paper at the Foreign Trade University. That is correct. A game (more specifically, a Serious Game) inside the formal and serious area of the International Trade.

 Most of the people that I worked with to developed this project were a little bit unsecured about it. They told me that I was going to have a lot of work compared to all the other students and that my project may not be a good idea. But that is the fun and the award of doing something different. You know that there is nothing like that anywhere. And that was how I felt at the time. I do believe that working in something new is somehow as a circle of knowledge. In other words, for me is like walking in circles, over the same way that all the others has already walked. You will not have anything new from that. Maybe better than the previous project, but not new. I wanted to break out of that circle, and I think I did. It took me a lot of time, nights without sleeping, lots of coffee and mental health, but the final work, in my humble opinion, was really good!

Now, about the project…. Making the long story, short, I made a Sea Import Game where the student of Foreign Trade could go through all the steps Sea Import dealing with the international logistic, documents, transports, terminals, customs and more. 

I worked with a lot of people in this area (most of them students) and they really had a wonderful experience dealing with it. But the problem was that most of them didn’t know what would happen if something go wrong. Some of them even told me “I don`t wanna know. A problem like that could broke the company.” Or “if something goes wrong with the Customs, we will have to pay a fine so large that we will have to work for the last 5 years without payment.” Know, you image a fresh student that is really excited to get into this world and heard something like that? Some of the thoughts are “I will never work with that”, “I will have to work a lot to get a job with that responsibility.” And I am saying that because I was one of the fresh students and had the same thoughts. That’s why I came along with this game. With this way for the students to make it wrong and learn from their mistakes.

The game has over every step, something to do regarding to the position the player is. At the Origin (understanding that you are importing from out of Brazil), you have to deal with the documents, fees, transports, etc. In Brazil, you have to make sure that documents, classification, fumigation and other stuffs related to the area are ok. At some points of the board, you have tasks that you have to complete and those tasks are “problems” that could happen during the process. It could be some wrong information at the document, problems with the cargo or the ship, problems over the Terminal, Custom Broker problem…. The student had to deal with the fake problem, solve and learn with it.
Of course it still has a lot of work to do and probably I would have to play many times the game to make it work, but having created it is something that you cannot describe. I was really good to go through every step, creating and planning, thinking and working on it. Because of that, I can say that this is a paper that I really enjoyed doing and I am very proud of it.
Well, that’s it for today and thank you for accessing my blog.

My work with Blender 3D – Part II

Moving along with more projects. Hope you like it. If you want to check the first part, here we go!

Another work, now dealing with reflection over two objetcs.

One of the first tries to work with a background. Deal with reflection and glass.

Solo try without tutorials or help from outside. Still working to get it better.

 Those are the last two tries when I worked with layers and wood texture and the cup, dealed with a 3 stage building object.

Well, that’s it so far. As soon as possible I will be back on track with more works and will post in here. Hope you guys enjoy this as much as I enjoyed working on it.

My work with Blender 3D

Blender is a free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender’s features include 3D modeling, UV unwrapping, texturing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering, video editing and compositing. It also features a built-in game engine.

I am not going really deep into it, because this is not the objective of it. But if you want to lear more about it, check the website below.

Now, I little bit of my work so far with blender 3D….

My first attempt of working with Blender 3D. This is something that I felt so happy by the time I though it was ready….

Another try, now using letters, reflection and more…

Situation to demonstrate Carve tool…

This one took a little bit longer, but I was egually great to do it. Unfortunately, because of my lack of technology, I am not able, yet, to animate it.

First try working with silk, fabric and glass.

This was made from a 2D model found over the internet.

To be continued…..

Postal 2

Running with Scissors is an independent American Company that simply works with game design just for fun at their own risk, because many American and non American Government Offices just don`t sympathize a lot with them. However, the company made a great game and could insert many “different” ingredients when comes to talk the game Postal II, banish from many countries due to the expressive and endless violence making the game itself one of the 10 most violent games in Brazil being side to side to Duke Nukem and Grand Theft Auto – this last one still on circulation in the country. Unfortunately – or fortunately – this is what makes the game to get so interested: Being Forbidden.

For the ones that seek a first person game with little worries about ammunition and a lot of worries about shooting everything that moves, Postal II becomes a graceful for professionals or just regular game players that merely are looking for a moment of abstraction to explore freely a 3D world. It is seen that it does exist another side of the game. A side of accomplish missions for the players that aim to reach the final of the game faster. And still if we compare POSTAL II to his predecessor, POSTAL I, is clear that you will find a huge evolution on the stage system, graphics, sound, duties, character and all the rest that compose the game itself. In a nut shell, the enterprise Running With Scissors did put together in a single game necessary elements for hours and hours of uninterrupted fun as like mixing themes like religion, politics and even famous actors, on this account, unlike the other games that you have fixed missions and where, in many cases the player is the hero required by the government, secret service or a close religion sect to save the world, in POSTAL II you are merely call by your wife to solve everyday problems that can be done as the simply way ever, like all the other normal people would do, or the other way, a way that all the normal would like to do.
Cry. You are not a super soldier or a cop trying to save the world or even a character with supernatural powers trying to avoid the planet for being pulverized for some dark forces of evil. You are just a game designer that has just moved to a little town downtown USA – Texas called Paradise, because of your game company – who happened to be Running With Scissors in which our “hero” words. Your duties (is even weird to call that duties) are to achieve daily as all the normal married fellow would do, look for milk on the grocers, picking up the pay-check on the firm, go to the bank and so on. The great flaw of the game isn`t the things that you do but HOW you do it. Of course, in this world, nobody like designer and people that work with computer games even more on the RWS and you ended up making a few enemies for that and other things around the city.
Name: Postal Dude.
This is you and your everyday life, fulfilling missions and tasks on the most normal and abnormal possible ways, with weapons that goes from shovels and teasers to pistols, scythes, machine guns, grenades and other. You even use a fish radar that is really useful to locate people along the map.

POSTAL DUDE is a dude (DUDE!) that just wants to relax and take his bear in peace after a long and hard day of work. Still, it seems that everything in the system is against him, including his wife. With a psycho-nerd clothes, a black overcoat, a infinite space under it and a shirt with an alien head, P.DUDE seems to be all the time snappy and keeps repeatedly letting go some phrases and remarks that would make anyone fells like crap and humiliated, a feature that makes our “hero” more juicy. For this reason, and others, you are almost carried away to believe that you are dealing with an younger version of Duke Nukem in High school, or before he developed his muscles, bad looking and become an alien killer.
Comparing to POSTAL I, is valid to highlight the evolution on the game quality. 3D environment acquired a special place on POSTAL II, showing that bigger rooms do make the difference. Even son, we need to review a few points when we talk about that. Great environments with less furniture or anything else that you can interact leads the player to believe that is playing something like Wolfstein 3D or Doom II, but with 3D objects and having access to an open sky areas. For a computer game, the graphics are good of what we were expecting, but it could be better explored like: details of the characters, houses, environments, luminosity, furniture, etc. For fun, it deals encounter this kind of graphic that, with the move along of the game, they just don`t make that difference for whom is worried to shoot everything that moves.

Every audio in any game that I have played so far, embrace the player inside moments of tension, reflection, calm or a start of a trap, which instigates the person behind the character to keep both eyes on what is coming next or released from what has already gone. At the same time, POSTAL II is weak on this item for the reason that, looking for turning the game the most realistic as possible, the most part of it you can only hear your footsteps or, sometimes, people talking when you come along them. The impression of sound distance is also explored in many times in game, but it could be better. In many times is hard to say if a dog, as example, is close or not, because there is no variation of sound in a few moments. In return, the speech of the principal character is right clear, which is good for the player for not lose a moment of the jokes. Still, a simple suggestion would be put the “hero” to have access to a mp3 player where the player could include music inside a game folder, so your character could “listen” to it whenever he wants.

As in every first person shooter game, the facility of adaptation to the controls for this game is quite simple and clear, reminding many games as Counter Strike and Battlefield and many other of a kind. The weapon selection goes on with the scroll of the mouse and the numerical keyboard what just take us to a positive, but also negative point. The game provides a huge quantity of weapons (which is a positive side), but they don`t fit on the numerical keyboard (negative side), in other words, there are a few weapons that can only be access from the mouse scroll. In many moments you try to reach a specific arm for some action and lose a lot of time doing it, until you get used to it. Moving along, if you have no bullets, you simply can`t select that weapon. Another point that we should talk about is the jump, not the button itself, because it`s well located on the spacebar, but the usability of it. Sometimes it is hard to have a notion of what you can really jump or not. You can`t even use of slopes/inclinations to gain speed and altitude. Also the action to squat is almost pointless in game which takes us to question if these two items are there to give mobility to the character or to be used in some part of the whole process. Avoid shoots or anything else that enemies throw against you is quite hard and the NPCs rarely miss a shot when it comes to you to be the target. The inventory of the game also takes a while to get use to it, because you just can`t have a global notion of the next or the previous item to be selected. You have to keep searching for what you are looking for until you find it. In many moments it takes a while to select a donut or food and you can die first before you can select them and heal yourself. A suggestion would be a quick access key for the food or healing objects. Finally, the game is an easy adaptation and moving or our character, shoot, jump and basic moves, but it takes a while to get used to the additional keys like use an item on the inventory and/or open doors. We can also say that, to make up this problem of open doors, you can always use your foot.
The fact of having total freedom in a tridimensional world is quite tempting and practically primal ingredient in a game as this FPS. For not having to follow a specifically line of actions to be done and pre-routed, provides the player a different sensation from other games of the same genre. Another interested aspect is the way that you have to perform the missions leaving it to the player to choose for different ways to the same objective. This kind of freedom is what makes the game more attractive to be played continuously. And more, in case that you just don`t want to obey your daily duties, there are always other places to been explored. But in games where the scenario is fair extended, it can become a negative point. The moving from a place to another a lot of times is really tiring and long and, sometimes you spend more time walking then fulfilling the tasks in the same scenario. Start shooting in everything that moves in the game can be really fun for some people, but the NPCs ended up for being more resistant then the expected. Many shoots are necessary on the head of an enemy, for example, where in another games it would be considered HEAD SHOT. The only weapon that is possible to do so is with the Shotgun and you need to be really close to the NPC. And even with that sometimes you have to give two or three HEAD SHOTS to beat the one. Unfortunately over the end, I have to say that the game, besides the missions are characterized by routine tasks of regular people, it could be more extended and better explored by the variety o things that we do every day. The game ends on it most nostalgic point, where the player is used to it, the controllers, characters, enemies, etc. The game also tries to incite the player to continue playing offering new weapons and hew abilities, however there are just a few games that, after beaten once, can hold you for playing two or three more times.

The company Running With Scissors doesn`t stop with that – for the happiness of some and unhappiness of other – and is working on the third game of the series. POSTAL III, that was provided to be released on December of 2010, had to be adjourned. Now, in 2011 is possible to have some new hopes for the release of the game. On this new tender, which is counting with new weapons, game play, character better defined (now the game is using the same technology that was used in games like HALF LIFE), better prepared battle system (valuing the function jump and squat and the possibility to hide behind objects and shoot from it, corners and poles) among other things, brings a news vision of the free violence that the game provides. The mission system was kept the same when it comes to talk about the regular facts of regular people. However there are two paths to be taking now: GOOD and BAD. Simply and objective. You can try to talk and after shoot and shoot and after talk. It will really depend on your mood at the moment. The case is: the game is still being what always was, forbidden in many countries, but yet tempting to play continuously been recommended for the ones that enjoy easy violence with a lot of action, blood, women and particular phrases from Postal Dude, but doesn`t want in some moments of the day being strategists, but just shoot and run.

Slender – The Game

Inside the diversity of games, fantasy environments, guns, vehicles and everything else that you can imagine within the actual technology for the electronic games creation, arises a game whose principal objective is to survive. However, different from so many other survival games, on this one, the player is provided of a flashlight in the middle of a forest, at night of course, and his courage.
Based on an urban legend created in a competition where the participants had to produce, with common photos, something scary, Slender Man is about a paranormal creature, without face and dressed in black social clothes. Among his abilities to captures his quarries, Slender can stretch his parts, getting really deformed and, with this, be masked amid the threes. Also, according to the legend, he has the capacity to cause paranoid to whom he is after in addition to transport himself to anywhere in the map.

With all this information, creativity and simplistic vision of the games, Parsec Productions created Slender Game, a typical game of cat and mouse. Inside a scenario of forest with environments as bathrooms, gasoline tanks roofless, cars, houses, etc, the player has the objective to collect 8 pages scattered around the world left by the children that Slender got. A simple and really short game which has gained fans all over the internet; leading to the creation of a several number of videos of people playing it. The interesting of this game is the used of the surprise factor and psychological terror. The player, unable to use any gun, spend the entire time listening to his own footsteps and, when it is necessary to run, the breathing gets more and more pursy.

As the player develop the game collecting pages, the music gets higher increasing the suspense, the breathing of the character also changes and the appearances of Slender Man gets more frequency – which causes greater panic to the player. Nevertheless, in case of player couldn`t see the enemy, the screen helps on this item getting dark and with interference – situation caused by the presence of Slender. Just the same, Slender Game leaves an open door for possibilities of a sequel or an update which could include other items in the game like maps, higher environments, different number of pages to collect (with a save option), etc.
Over the end, what is really interesting about this game is to put one of your friends to play and watch his/her reaction inside of a scary and quite simple ambience, the one that Slender Game can provide you or, if this is not your case, a suggestion would be to play it at 3:00am, alone, with your lights off; only you, your headphone and a lot of metal sanity.

The Walking Dead – Social Game

The idea of a post-apocalyptic world always attracted me. Movies, magazines, stories, themes, aye had a lot of curiosity within theses, chiefly when talking about an end of the world with zombies and a lot of destruction. Every nerd one day had this dream and for sure spent a lot of time through the night playing Resident Evil and other related games.

Among the great variety of series and movies that went out about it, the one highly recommended at the time is The Walking Dead, displayed by AMCTV. Divided so far into 3 Seasons (4o Season forecast to start on February of 2013), the series brings a group of people that tries to survive inside a scenario taken by zombies due to worldwide infection. The seek for the cure and a shelter transforms the existence of those survivals into a daily fight to keep themselves alive. And, given by the success of the series, we couldn`t let out the game industry that made progress of the moment. It is possible to encounter a various number of Flash games based on the series or even with the same idea (before, during and after the release of The Walking Dead). The last best seen game was The Walking Dead: The Game, produced by TellTale Games.

Howsoever, we should back to the focal point of this text. The Walking Dead – Social Game – Beta Version.

On the last days, I had been playing this game, because I am a real fan of the series. Well, let’s see what I think about it. It is important to highlight that I am considering, so far, the Beta Version of the game, so I faithfully believe that some updates will be release soon and we will finally have a final and better version.
The game starts with a creation of your Avatar, which can interlard between clothes, skin color and face types. After, you have a small tutorial that teaches you the basic moves of the game as walk, hide, attack, etc. The game itself is divided into Missions and History Mode, where is possible to open new scenes and events of the series. The missions require an amount of energy to be played and it recharges 1 point ever other 3 minutes.

Unfortunately, the game is really repetitious and the missions, after a few time, ended getting a little bit boring, because consist on the same objective between restore water, food, medical supplies and/or clean an area of Walkers (or Bitters if you prefer). An amount of supplies is requires ever other time you want to play the History. Important to say that the texts and lines, despite of adapt the player to the environment, are repetitive and the characters always pull out the same thing.

Another interesting point is the mechanic of the game. Based on RPG and turns, the player can move the hero and hide over the scenario and/or attack the zombies scattered on the way. A hint: when a zombie spotted you, hiding can be less useful, because even when the Dangerous signal goes out of the screen, the dead body keeps walking towards you, so, in other words, hiding is almost useless unless you are very far away. (Maybe this is the real goal of the game, based on the happenings of the series…).

The experience given by the zombies is practically set, independent of a critical hit or even a tough shot (a shot given in a long range). The critical hit can be very useful to get points on the Story Mode but cannot be affected by the points distributed in the Shooting ability, so don`t waste your time (or points). Inside the Missions, it is worthless.

Talking about abilities, every other mission you can 1 point to spend among Vision, Stamina, Movement, Striking and Shooting. Each of them has specifications that can be used in game. Although, some of them doesn`t really need the distribution of points. Check it below:

Vision: It increases the vision of the scenario and it can help if you are using guns.
Stamina: It represents how tough you are and the bites you can handle inside the game.
Movement: Obviously, it means the movement inside the game so, the more points you spend on this, the higher are your chances to run for a zombie horde.
Striking: Is your timing of fight. During the game a Target will rise floating from one side to other of the zombies head. At the right moment, you need to press the mouse button to attack correctly. Still, don`t bother spending points on striking because these are only good to use better knifes and stuffs like it, but won`t change the swing of the Target.
Shooting: It follows the same rule of striking being only good to use better guns and won`t make you a better shooter.

Lastly, we can say that the game has nothing different for the other that we can find in the social networks and, if you really like The Walking Dead and the post-apocalyptic time like me, you will get yourself a few hours of fun; despite nothing special, being and application weak and doesn`t   instigates to be played for a long time. But, I still believe that we are dealing with a Beta-Version, and we will have a lot of new stuff coming along from the developers and producers of the game. (at least I want to believe so).