Friday, September 30 2011
Human Revolution has the best story recaps of any game so far, proving that even video games can find a use for archaic technologies . . . like text.
Wednesday, May 18 2011
Beyond the cinematic presentation of many games, their pacing and storytelling has more in common with novels and television than with film.
Friday, October 22 2010
The commentary offers no insight into the development process and no talk of inspirations behind the story. For a game that was in development as long as Alan Wake, one would think there’d be at least a couple of interesting "behind the scenes" stories to tell.
Friday, October 1 2010
The Signal takes us into the mind of a writer, where mere words have physical power.
Friday, July 2 2010
My version of a story is bound to be different, but as co-author of my experience, it’s just as relevant as the developer’s version.
Wednesday, June 23 2010
While we seemingly get lots of choices in a game about how we get from place to place, how to kill enemies (and with what weapon), and even how we make moral decisions, when the game prompts us we usually get down to doing what it tells us to do.
Monday, June 7 2010
This week's podcast considers how the imaginations of both Alan Wake and the player bring the horrors of Bright Falls to life.
Friday, May 28 2010
Alan Wake does not contain some of the worst product placement in gaming history. In fact, it's an example of product placement done right.