Tuesday, June 25 2013
There are a number of problems with making a power fantasy in which mechanically the player is incapable of causing harm, among those problems are the fact that the earth and nature are not always positively affected by human interaction.
Monday, May 27 2013
In gaming, there’s a story within a sword fight that’s missing from the kind of story told by a gunfight.
Friday, November 4 2011
Rage suffers from a strange problem: the character animation is too detailed and evokes emotions that conflict with the rest of the game.
Monday, October 24 2011
The insensibly repetitious nature of romance present in both video game plots and in their mechanics leads to all too familiar storytelling.
Wednesday, July 20 2011
The infinite lives of video game characters present an interesting narrative conundrum: how does a writer create tension when the hero is essentially immortal?
Thursday, April 28 2011
Games feature the ability to constantly challenge the forward momentum of time, rewinding (as it were) to reconsider the best route to reach a more optimal solution, challenging what we know about time and how we consider consequence.
Thursday, November 18 2010
Finishing certain video games is often a question of will rather than a test of skill.
Friday, September 17 2010
Clash of the Titans: The Video Game follows the original script of the movie, not the reworked script that found its way into theaters.
Friday, July 30 2010
Prince of Persia: The Forgotten Sands may take place within the Sands of Time trilogy, but it plays like a spiritual successor to the 2008 reboot of the franchise.
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.