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Continue reading →: Looking at Some Friends
So, I looked at the blogs of two of my classmates today, just to see what they were doing. Andrew’s, titled “Feedback in Pixels” and Tori’s titled “Shades of Pink.” The first thing I noticed was that they both were organized, eye catching without being overbearing, and easily navigable. It…
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Continue reading →: Life Is Strange…So Far
So, I’ve been playing Life is Strange, and I have to say that I’ve been adoring the game. I know the game predates it, but the idea of playing with time has been stuck with me since “Effect and Cause” in Titanfall 2, and so having a game built around…
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Continue reading →: On Brendan Caldwell
Brendan Caldwell is a writer for Rock, Paper, Shotgun. I looked at a few of his articles recently. I think anyone writing about games is adding to the canon, even if their thoughts consists of “y sucks, x was so much better” and the following year, “z sucks, y was…
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Continue reading →: Immersion in the Rapture
Bioshock may be one of the greatest games of all time. Personally, I’m more partial to Infinite because Elizabeth is one of my favorite characters of all time, and the 1912 setting is fascinating to me, but Bioshock sprinted so Infinite could take off like Sonic the Hedgehog. And Bioshock’s…
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Continue reading →: Protocol Three: Protect the Pilot – The Meaning and Weight of a Constant Companion
2017’s Titanfall 2 had one of the most engaging FPS campaigns in recent years, despite being relatively cookie-cutter in terms of narrative structure. The first reason was that with the first Titanfall game being a multi-player only game, with a “campaign” made up of multiplayer matches with expanded animation, added…
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Continue reading →: Finishing The Walking Dead
I finished The Walking Dead game, and had some thoughts regarding the ending. I chose to have Clementine shoot Lee, giving him the peace of mind in dying instead of becoming a threat to his friends, allowing him to pass in peace, relatively speaking. It also served as the conclusion…
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Continue reading →: Non-Playable Characters That Play Our Hearts
In Katherine Isbister’s article “Nonplayer Characters – ‘Living, Breathing’ Others in the Game World” she asserts that “Accomplished game developers use a range of social cues from NPCs to produce feelings in players, putting NPCs into powerful and consequent social relationships with the player/avatar.” This idea is something I have…
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Continue reading →: What Remains of Edith Finch
Recently, I had the fortune of playing What Remains of Edith Finch. The game follows Edith Finch as she returns to her family’s home, the last member of the Finch line still alive, and has to piece together what happened and uncover the nature of a mysterious family curse that…
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Continue reading →: Breaking the Covenant…Of Cutscene Storytelling
There’s the idea held by several people that cutscenes are a method of storytelling separate from the main gameplay, and it’s lazy as a tactic. The argument is that you could excise every cutscene from a multi-hour long campaign and tell just a competent story as you could with the…
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Continue reading →: The Birth of a Gamer
I started playing games when I was three years old. My father’s Sega Genesis was my first glimpse into other digital worlds, and my first companion was True Blue himself, Sonic the Hedgehog in Green Hill Zone. The music and sounds will always evoke nostalgia for me that many people…






