Valkyria Chronicles’s Juxtaposing Approach to Killer Cutscenes

Cutscenes tend to receive mixed reception among the gaming community. On the one hand, they provide a break from the gameplay by allowing the player to kick back and enjoy storytime, but on the other, they rip control from the player and force them to watch their character pull off the baddest ass stunts and … Continue reading Valkyria Chronicles’s Juxtaposing Approach to Killer Cutscenes

Upgrading Assassin Creed: Rogue’s Upgrade System

It's something of a small miracle how in my post on romanticization I didn't once bring up pirates, the single most infamous example of the process. When someone says the word “pirate,” the image which typically comes to mind is of the swashbuckling, peg-legged, black-bearded, booty-looting heroes of the high seas, even though real-life pirates … Continue reading Upgrading Assassin Creed: Rogue’s Upgrade System

Designing A Game Like An Amateur [Part II] – Objectives Which Demoralize

Fragile Dreams. I'm not too particularly fond of this game. But if you read my last post, you would've guessed that by now. If you haven't read it but insist on continuing past this sentence, I advise you to go back and check it out so that the rapture this post will put you in … Continue reading Designing A Game Like An Amateur [Part II] – Objectives Which Demoralize