Steve Burke

Steve Burke

Steve started GamersNexus back when it was just a cool name, and now it's grown into an expansive website with an overwhelming amount of features. He recalls his first difficult decision with GN's direction: "I didn't know whether or not I wanted 'Gamers' to have a possessive apostrophe -- I mean, grammatically it should, but I didn't like it in the name. It was ugly. I also had people who were typing apostrophes into the address bar - sigh. It made sense to just leave it as 'Gamers.'"

First world problems, Steve. First world problems.

Tron: Evolution Hands-on

Saturday, 11 September 2010

Nearly thirty years after the dorky, sub-culture debut of Tron, Flynn returns with his crew to the big screen and gaming platforms near you. The hands-on demo at PAX Prime this year proved chaotic and unorganized, but nonetheless entertaining. By the way, our favorite PAX titles can be found here!

The line extending from Disney's booth coiled within itself, easily a one hour wait for half the play time. Towering "TRON" letters flanked either side of the booth, glowing ominously from the blue-white backlighting; a slick lightcycle (below) remained the subjects of photography all weekend, and even the game controllers had special Tron lettering. Disney ranks as a world-leader in entertainment and presentation - they spend lots of money and spruce up the exterior, and hopefully do not neglect the content within. Notorious for games that are either too hard, too repetitive, or just lame, the publisher already had its back up against the shiny, glowing Tron wall.

The Underdogs of PAX '10

Wednesday, 08 September 2010

Seattle's Convention Center doubled as the coliseum of gaming (and cosplay) at PAX this weekend. Hundreds of developers were akin to gladiators, battling in a full scale bloodbath (without the bath, it was pretty stinky by day three) for consumer attention. Under the weight of the Medal of Honor, Duke Nukem Forever, Portal 2, and Dragon Age 2 booths, the lesser hyped contenders did their best to lasso attention.

In the beforetimes, stadiums were divided into stables of slaves and trained warriors - PAX followed this example, and like Rome, occasionally an underdog rose above even the most funded combatants. Three days of hands-on experience at PAX Prime have exposed the biggest flaws and accentuated the nuances of even the smallest developers. Aside from the big-namers we've all heard of, what were the most worthy titles of PAX '10? Find out more about Hoard, Nexuiz, Darkspore, End of Nations, and Torchlight 2 below!

Note: each of the below may be featured in larger previews soon, so stay tuned!

PAX 2010 Cosplayers

Wednesday, 08 September 2010

PAX had more attendees than ever this year, and several hundred pictures later, I've picked out some of the best cosplayers for your viewing pleasure! As a recap, some of the best were: Kerrigan, Team Fortress 2, and Jim Raynor.

MLG Pro First-Hand Action

Sunday, 29 August 2010

Whirring keyboards, large banners, woo-ing crowds, and over-enthusiastic commentators kept us busy all Saturday at MLG Pro in Raleigh, NC. The prizes were large, the egos were big, and the food was free - it was awesome. Never could I have imagined the power of raw excitement emitted from hundreds of gamers, their eyes cast hungrily on StarCraft 2 grandmaster HuK and other gaming icons, it was overwhelming. Although we did visit all of the booths and tournaments, our focus was on the absolutely riveting competition at the SC2 tables: replay commentating tag-team HD/Husky graced us with their presence, imbuing the tournament with the best combination of exhilaration and hilarity.

GG: Fear of the Dark

Monday, 26 July 2010

"I have a constant fear that something's always near." -Iron Maiden

Whether you’re trapped in a dark elevator shaft, cornered near an air duct, or just plain surrounded by zombies, only a handful of game designers have stimulated that dark-fearing, claustrophobic child within all of us. Scaring your audience is one of the hardest things to do as a designer – gamers are a giddy bunch: constantly giggling at twitching corpse glitches and missing limbs, the task itself is a scarier prospect than the execution. The games that truly frighten us don’t need the fanciest graphics, but that doesn’t make it any easier to accomplish.

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