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November 11, 2010
Flipside
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Labels: Fallout, game critique
November 4, 2010
Cinematic Action Games: A Brief Critical Assessment
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Labels: art, video games
October 27, 2010
Values and Characteristics of the Cinematic Action Genre
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Labels: video game design, video games
October 19, 2010
You won't be scared if you're angry
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Labels: Fatal Frame, game critique, video games
October 12, 2010
Starting on the wrong foot
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Labels: Decay, game critique, video games
October 11, 2010
How soon you forget
I haven't used a reminder like this in some time, but the game has only been out for a few days. So, look up at the title of the blog and carefully read the two words underneath it before you proceed.
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Labels: Enslaved, game critique, video games
Costridium virulence: What's essential?
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Labels: peer-reviewed research
October 6, 2010
From Masyaf to Firenze
If you believe Metacritic, Assassin's Creed II is a major improvement over its predecessor. The Metascore jumped 10 points between games, which would seem to suggest it solves a major problem, or at least a good number of smaller ones. I played the games out of order, going through Ezio Auditore's adventures in the sequel before I experienced Altaïr's adventure in the original Assassin's Creed. I can clearly see some areas where the latter game improved on the former, but I wouldn't say that the quality was dramatically greater. In some ways, it felt like the series lost as much as it gained going from one game to the other.
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Labels: Assassin's Creed, game critique, video games
October 4, 2010
Capsule: BioHack
Status: Complete, most challenges met.
Put this on your (nonexistent) box: Play Biochemistry 101!
Most intriguing idea: Modeling a puzzle game after natural regulatory systems.
Best design decision: Keeping things simple in these complex systems.
Worst design decision: The visually confusing quantitative and rainbow modes.
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Labels: capsule comment, science, video games
September 29, 2010
Capsule: Professor Layton and the Unwound Future
Status: Complete
Put this on your box: Walk with the Professor! Feel the burn!
Most intriguing idea: Sorry, fresh out.
Best design decision: The super hint for times when you just can't figure out what the puzzle wants you to do.
Worst design decision: The world is much too large and the subway doesn't have nearly enough stops.
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Labels: capsule comment, Professor Layton
September 21, 2010
Crime isn't just shooting people
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Labels: game critique, Grand Theft Auto, Mafia
September 15, 2010
Capsule: Prince of Persia: The Forgotten Sands
Status: Completed X360 version.
Put this on your box: In Persia, no pot is safe.
Most intriguing idea: Allowing the player to change, rather than just use, the environment in the course of a platform run.
Best design decision: Requiring precision timing with the environmental powers.
Worst design decision: Putting the rewind and combat powers on the same magic gauge.
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Labels: capsule comment, Prince of Persia

