{"id":2425,"date":"2010-04-11T13:50:52","date_gmt":"2010-04-11T13:50:52","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2425"},"modified":"2010-04-11T13:50:52","modified_gmt":"2010-04-11T13:50:52","slug":"attempting-to-understand-everyday-shooter","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/04\/attempting-to-understand-everyday-shooter\/","title":{"rendered":"Attempting to Understand Everyday Shooter"},"content":{"rendered":"
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Everyday Shooter<\/em> is a game which has touched me profoundly. I can’t believe that I’d be saying such things about an arena shooter, an unassuming, independently-developed one at that. In regards to my former post on games as art<\/a>, Everyday Shooter<\/em> excels at bridging the mechanical and contextual while never breaking equilibrium. As someone who despises the pontification of games like Flower in lieu of constructive analysis, I’m going to try my best to provide some sensible commentary on the inner-workings of this title. I’m pretty weary that I’m about to fail though as, despite the fact that I’ve been stewing over Everyday Shooter<\/em> for the past year that I’ve been playing it, I’m afraid that I still can’t quite wrap my head around what makes it work. It’s really simple, I’m sure but it hasn’t hit me yet, so let’s make a go of it anyways.<\/p>\n \n \nGeneral Gameplay<\/h3>\n