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August 2, 2011
Scenario and story in Bastion
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Labels: Bastion, game critique, video games
July 28, 2011
Brief thoughts from July
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Labels: briefs, video games
July 11, 2011
Actor, Director, Producer: The player role in RPG battles
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July 5, 2011
Final Fantasy XIII: The best part
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Labels: Final Fantasy, game critique, video games
June 27, 2011
The Road Course
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June 22, 2011
Where Armageddon failed
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Labels: game critique, Red Faction, video games
June 8, 2011
What Blackwater should do
Fundamentally, the bodyguards' mission differed from that of the U.S. military, noted Hammes. "The contractor was hired to protect the principal. He had no stake in pacifying the country. Therefore, they often ran Iraqis off the roads, reconned by fire, and generally treated locals as expendable." Yet Iraqis saw them as acting under American authority. "You have loosed an unaccountable, deadly force into their society, and they have no recourse."— Thomas Ricks, Fiasco
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Labels: Blackwater, politics, video games
May 18, 2011
Identity Crysis
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Labels: Crysis, game critique, video games
May 2, 2011
Capsule: Might & Magic: Clash of Heroes HD
Status: Story complete, no attempt at multiplayer
Put this on your (virtual) box: Match three for triumph!
Most intriguing idea: Making a puzzle-strategy-RPG.
Best design decision: Using troop distributions on the battlefield as a substrate for the puzzle
Worst design decision: Inadequately balancing the initial grid states.
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Labels: capsule comment, Might and Magic, video games
April 25, 2011
A few thoughts on Portal 2
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Labels: Portal, video games
March 30, 2011
Two (too?) easy games
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Labels: de Blob, Kirby, video game design, video games
March 14, 2011
PAX East 2011 Roundup
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Labels: PAX, video games
March 2, 2011
Demo-lition
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Labels: Dragon Age: Origins, video games
February 8, 2011
Capsule: Kirby's Epic Yarn
Status: Game completed; some extra levels still locked
Put this on your box: The hardest easiest platformer ever made!
Most intriguing idea: That a platformer can be challenging without forcing you to restart a level every time you fail.
Best design decision: Getting rid of "death".
Worst design decision: The method for getting the extra levels in Grass Land.
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Labels: capsule comment, Kirby, video games
February 2, 2011
The Text Blues: But I Digress...
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Labels: 999, game critique, video games
January 31, 2011
Capsule: Katamari Forever
Put this on your box: Katamari is too unique to be derivative of anything else, so we made it derivative of itself!
Most intriguing idea: That a Katamari game would benefit from HD graphics. (It says "intriguing, folks, not "correct")
Best design decision: Katamari Drive compensates for some of the older games' deficiencies.
Worst design decision: The Prince's jump, which proves that the Move is an improvement on something.
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Labels: capsule comment, Katamari, video games
January 19, 2011
The Text Blues: Silence is Leaden
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Labels: Epic Mickey, game critique, The Text Blues, video games
December 27, 2010
Obligatory "Year in Games" post 2010
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Labels: omphalos, video games
November 13, 2010
Game notes - Falllout: New Vegas
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Labels: Fallout, game notes, video games
November 4, 2010
Cinematic Action Games: A Brief Critical Assessment
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Labels: art, video games

