As I’ve talked about before, I’ve found myself in some kind of insidious trap created by Blizzard. What started out as just an excursion to get a couple of free skins for Overwatch during it’s cross-promotional event with Heroes of the Storm has spiralled out of control. I’m caught in a loop of playing either … Continue reading Could Blizzard learn from themselves for Overwatch?
One of my favourite parts of the eternally intertwined Drakengard and Nier franchises is how each game in both series has a huge variety of endings. There’s usually around four or five different endings to each game, each requiring different conditions to be met before they can be achieved. These endings also tend to really … Continue reading The joys and pitfalls of new game-plus content.
Games, like any medium in existence, require careful thought on their pacing. Good pacing is necessary in pretty much every type of entertainment; from how many explosions are occurring per minute in an action movie, to how a mystery is unravelling in a sleuthing book, it’s all a matter of making sure your audience is … Continue reading Outlast 2’s expert horror pacing.
I have to admit that I’m not really a huge fan of horror games. This is down solely to the fact that I am a HUGE scaredy cat: after playing a good horror game, I’m jumping at my own shadow for potentially days after, if there even are any shadows left … Continue reading Death and horror games: how failure may be the least scary thing a player has to face.