The steps creaked when he put his weight on them. It was welcoming, a squeaky greeting as he ascended to… Read more Abandoned But Not Forgotten

Mechanical Musings – Movement Tools in Castlevania: Dawn of Sorrow
From the advent of Metroid to the renaissance of Castlevania: Symphony of the Night and beyond, the exploration-based platformer has… Read more Mechanical Musings – Movement Tools in Castlevania: Dawn of Sorrow
Tick
We’re changing things up a bit starting this week! Rather than always posting game design analysis and the like, I… Read more Tick

Design Tidbits – Numerical Nuance
This is the first of a type of post I’m calling “Design Tidbits.” Rather than focusing entirely on a single… Read more Design Tidbits – Numerical Nuance

Mechanical Musings – Narrative Mechanics in Earthbound
Video games are unique as a storytelling medium due to their unique capacity to give the viewer a chance to… Read more Mechanical Musings – Narrative Mechanics in Earthbound

Mechanical Musings – Progression in Cave Story and Kero Blaster
Feedback is a concept which manifests in a broad variety of environments, from the natural world to human interaction, from… Read more Mechanical Musings – Progression in Cave Story and Kero Blaster

First Impressions – Kirby Star Allies
This post continues a series on the instructive first areas in video games. This time, we’ll be jumping forward once… Read more First Impressions – Kirby Star Allies

First Impressions – Super Mario Bros.
This post carries on a series about the ways video games use their first areas to teach the player. In… Read more First Impressions – Super Mario Bros.

First Impressions – Portal
This is the fourth in a series of posts on the instructive first areas in video games. This time, to… Read more First Impressions – Portal

First Impressions – The Legend of Zelda: Breath of the Wild
This is the third in a series of posts about the instructive first areas in games. Prepare yourself for a… Read more First Impressions – The Legend of Zelda: Breath of the Wild