Latest Blog Posts

by Scott Juster

17 Apr 2014

When I’m looking to encapsulate a game’s tone and its own treatment of its subject matter, I listen to its music. For example, Skyrim takes its high fantasy very seriously. Forged iron, arcane magic, and fearsome dragons rule the land and are treated with respect. It is an earnest world of sword and sorcery that treats all our D&D fantasies with the reverence that we secretly harbor. Just listen to its theme:

by Jorge Albor

10 Apr 2014

Earlier this week right here on PopMatters, Erik Kersting gave his reasons for why the April Fools’ Day game mode for League of Legends needs to go. I agree with Erik, albeit for different reasons that I’ll get to shortly. But before URF takes a bow, we should spend a moment reflecting on what makes a game breaking event like this wonderful. When balance is thrown out the window, we can learn a whole bunch about good game design.

For those missing out on the manatee-inspired “prank,” Ultra Rapid Fire (URF) mode is the same basic Summoners Rift version of League of Legends with a massive twist. All players enter the arena with an endless supply of mana, 80% cooldown reduction on all of their spells, and a 100% faster attack speed bonus for ranged champions. The result is an absolutely chaotic exercise in keyboard mashing. It’s a treat.

by Scott Juster

3 Apr 2014

The following post contains spoilers for the first part of Broken Age (part 1) and BioShock.

Broken Age is a placid experience compared to many other popular games.  As in most point-and-click adventures, action sequences and reflex challenges are minimized in favor of puzzles and conversations with other characters.  In many ways, most of what you do is mundane: collect items, combine them in goofy ways, bring them to other characters, and repeat.  However, these types of actions fit well with the game’s story of characters rebelling against the banal.  Broken Age is about quiet, yet determined struggle against an oppressive status quo.

by Jorge Albor

27 Mar 2014

I have made this crossing over glittering sand nearly a dozen times, but this time is different. Two years ago to the day, Thatgamecompany released Journey. Now on its anniversary, to relive my affection for the game and meditate on its excellent design, I glide over the dunes. An entire year has passed since I last played Journey, but the weathered ruins and scattered tombstones seem instantly familiar. I have come to this place as a pilgrim, transforming play into ritual.

by Scott Juster

20 Mar 2014

I don’t play competitive first-person shooters very often. I dip into Call of Duty every once in a while, but (as ludicrous as this might sound) it’s more for the story than anything. The sad, brutal facts are that I no longer have the twitch skills nor the time to be very competitive. I have a good time, but bump my head on the skill ceiling quickly.

//Mixed media

Indie Horror Month 2016: Executing 'The Deed'

// Moving Pixels

"It's just so easy to kill someone in a video game that it's surprising when a game makes murder difficult.

READ the article