Dark Souls 2: Reading the Tea Leaves
Mar20

Dark Souls 2: Reading the Tea Leaves

 https://www.youtube.com/watch?v=QFqxGggCXCo From Software’s newest achievement is fundamentally different than its predecessors: there’s now a firmly established ‘Souls ecosystem for its players to thrive in.  This egalitarian system can be predictably counted on to uncover so many carefully squirreled away secrets in vibrant corners of their D-Souls games. Needless to say, the already steep learning curve experienced by even...

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Facts and Embellishments: Ground Zeroes to Phantom Pain
Mar20

Facts and Embellishments: Ground Zeroes to Phantom Pain

 https://www.youtube.com/watch?v=ltH1eWxZutE Ground Zeroes, a standalone sort of pre-downloadable content, is the direct result of a multi-million dollar project that has spanned five years with nothing to show for it.  While fans may gripe about its short-and-sweet approach, there’s a precedent for this in games like Gran Turismo Prologue or RE4’s purchasable town level. But it also sets the scene for Metal Gear Solid V: Phantom...

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Titanfall Sidesteps Monstrous Expectations
Mar13

Titanfall Sidesteps Monstrous Expectations

We’re only two days out from the Titanfall release date and it’s already clear that Respawn’s rookie effort is a failure.  No overnight revolution began – the central tenets of first person shooters still stand engraved in stone.  The servers were not built to withstand the one-and-done onslaught that is a day–one release.  There are still plenty of people playing Ghosts. The good news is that Titanfall...

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Thief and the Most Difficult Genre
Mar08

Thief and the Most Difficult Genre

Square Enix’s reboot of the roughly decade old series was, from its inception, locked into an awkward dance with nostalgia.  Originally released in 1998, The Dark Project never moved beyond cult classic into the wider embrace of the PC gaming community.  2014’s Thief seems intent on satisfying this fan base while extending a (limp) gesture to the uninitiated. The problem is that the small fan contingency has never shown any harmonious...

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Heidegger and the Game Design Cul-De-Sac
Feb17

Heidegger and the Game Design Cul-De-Sac

Since Minority Report’s debut in 2002, the concept of a clean, swipe-able slate has been stuck in the imagination of developers of all stripes.  It was thought that an infinite set of possibilities would follow when the entire screen doubled as the interface.  Countless research projects and tech implementations have been inspired by this sci-fi daydream.  The reckless pursuit of this fantasy had reached a fever pitch by the time the...

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