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Showing posts from November, 2011

This is Not the Post You're Looking For

“It’s like you know you’re in the Matrix and you’re enjoying it.” – Adam Harshberger What should games aim to be? This is a huge question. It’s the question that looms large in some designer’s minds, driving them towards the completion of an idea or the eventual creation of a new one. It’s also a question that your average player never asks explicitly, but always implicitly. It is also the question which, when answered, determines the quality of the particular game being played.

-REVIEW: Battlefield 3-
inertia be damned

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Title: Battlefield 3 Developer: Digital Illusions CE Release: Multiplatform $59.99 (Reviewed on PC,  with Origin)   Oh look, the kids are all grown up  

Indie Cred: Bullet Time Ninja

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Hey folks. I've left you hanging for a few weeks now, but I promise I'll make it up to you. And to start, here's a little game I found on IndieGames.com! (Click the picture to go there!) It is what it sounds like, I promise. It's also a sweet example of a simple concept made better by fantastic level design . Have a go and have some fun!

Indie in a Minute: DinoRubbish Megabundle - Piotr Ilyich Tchaikovskysaur IN SPACE

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I've been wanting to say a little something about this game for awhile now, but haven't yet found the appropriate time, space, or words that may adequately describe it. But the truth is there are no words that can. And there never will be. Not necessarily because the game is impossibly amazing and words can't actually suffice, but for a rather different reason. Honestly, there's a feeling that's been seriously nagging at me for the past few days that sounds like pure madness, but is of course perfectly logical: why do we keep writing about games?

RTFM: The Legacy of Misinterpreting Modern Game Design

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This is floating around the internet today: