Exp. Share Vs. Exp. All: How the Difference in Experience Apportionment Affects Your Pokémon Party

Pokémon is the only video game franchise I break out a pen and paper for before even booting up a new save file, the reason being that I outline my team of six. The Pokémon games are famous for having literally hundreds of birds, sea serpents, and rocks with faces you can catch and make … Continue reading Exp. Share Vs. Exp. All: How the Difference in Experience Apportionment Affects Your Pokémon Party

Learning How to Talk to People From Fire Emblem: Three Houses

Talking to people can be hard. It can be scary. It can be daunting. And even if you muster up the courage to approach someone, what are you supposed to say? What's good to do in conversation, what's bad to say, and what's restricted only for close friends? The Support Conversations of Fire Emblem: Three … Continue reading Learning How to Talk to People From Fire Emblem: Three Houses

Grinding Love Sources In Xenoblade Chronicles 2

Up until Chapter 7, provided you bought the Expansion Pass, the best way to level up a Blade's Trust is to buy Noponchos from Future Crafts in Leftheria and continuously drop them in a character's Pouch before running out and buying more. This is effective enough for achieving A-rank Trust, which unlocks all their Skill … Continue reading Grinding Love Sources In Xenoblade Chronicles 2

How Momodora 4 Says So Much About Its Protagonist With So Little (And How It Could’ve Said More)

How is it you learn about a person? The ways are countless. Insight into their thought process. The clothes they wear or how they style their hair. A profile splash in between chapters. Then, of course, there's the adage “actions speak louder than words,” which they do. And in the game Momodora: Reverie Under the … Continue reading How Momodora 4 Says So Much About Its Protagonist With So Little (And How It Could’ve Said More)

The Immersive Hands-Off Approach of Hyper Light Drifter’s Tutorials and Design

Learning is attendance, and teaching is art. One of the very first things any game needs to do is teach the player how to play, and the tutorial is the game design staple for achieving that goal. However, not all tutorials are created equal, because how a game chooses to teach its rules impacts the … Continue reading The Immersive Hands-Off Approach of Hyper Light Drifter’s Tutorials and Design

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’s 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’s Creed: Rogue’s Upgrade System