Category: Gaming

Starhawk 3

Starhawk

The game I’ve been working on as a designer for the last couple of years was announced last night; the game is Starhawk. The official site is at www.starhawkthegame.com and there are some good screen shots and videos there. Basically, though, we have a giant transforming robot. And here are some more screen shots for good measure:

Games of 2010 1

Games of 2010

In years past, I would have dedicated an entire entry to each of the games that I liked the most over the span of a year, but I know I don’t have the time (nor particular love of that format) to do that this year. My favorite games of 2010, then, will instead be talked about in a long, rambly, largely unorganized list. I wish I could write entire entries about some of these games (and I may still at some point), but that’s unlikely to happen. So, for now, my favorite games of 2010: Jump to: Vanquish :: Bayonetta...

Inaccuracy and Stakes in Kane & Lynch 2 3

Inaccuracy and Stakes in Kane & Lynch 2

Kane & Lynch 2: Dog Days, much like Kane & Lynch, is a remarkable and flawed game. The first half of Dog Days is a linear third-person shooter which treats its levels as a living space within which the player is constantly moving and adjusting his position as-necessary for reasons of additional cover, vantage point, or ammunition. The first two are nothing new for a current generation shooter; cover has been done to death by many a game. What’s fantastic, though, is how Dog Days works to recreate a big movie shootout: massive inaccuracy on both sides of an engagement...

The Caged Destruction of Bad Company 2 4

The Caged Destruction of Bad Company 2

Back when Battlefield: Bad Company 2 was in the early stages of its post-announcement period, the major feature of the sequel was “Destruction 2.0.” Which, really, is the kind of feature you’d find in a sequel to a game presumably utilizing Destruction 1.0. In an industry currently enthralled in the depths of iterative improvements on successful designs, I was expecting Bad Company 2 to just be more of what I dug about the original game, except now with its M rating I was also getting the in-world hit feedback (blood) that the Battlefield series has needed since its inception. And,...

Doubt 3

Doubt

Because I have deep-seeded mental issues and sometimes am prone to crazy bouts of productivity, I made a new video game (click to play!): Much like Balance, Doubt was done in under a week using Unity and an entirely particle-driven visual aesthetic. Since the last couple of games I’ve worked on (Magnetic Butterfly and Balance) were somewhat passive in their mechanics and heavily based on physics and movement, I wanted to do a game that allowed for somewhat more active play. I’ve always had a soft spot in my heart for shooters (both to make and play), but I knew...

Awakened in Africa 4

Awakened in Africa

I awake and find myself in an abandoned armory. All I can hear is the sound of a fly buzzing through the air. Occasionally, some other unidentifiable animals create a serene soundscape of yelps and caws in the background. Despite the complete lack of windows or portholes in the weapon dealer’s hut, I get the feeling that it’s sometime in the early morning. In an attempt to determine what I’m supposed to be doing, I bring out my journal. According to its pages, I am tasked with going to a chemical dump and finding a recipe for Agent Yellow. According...

Trend-‘naughts 3

Trend-‘naughts

I feel compelled to follow the trend of making “of the Decade” lists. So here are the trends in games over the decade. I had a hard time determining my own criteria for what I considered to be an important trend. I decided on the following: an important trend is a recurring adherence to and iteration on a mechanic, setting, and/or execution of design over the course of the decade in games which appeal to the critical body (reviewers and pure critics) and myself or gamers I consider to share similar gaming interests. I’m also going to limit myself to...