Ever since I was a child, I would watch and rewatch my favorite scenes from movies. I have one memory of popping in the VHS tape of—I think it was The Emperor's New Groove—and watching and rewinding the trailer for Atlantis: The Lost Empire because I was so excited for the film to come out. … Continue reading Random Theatrics I Think Are Exceptional
Gather round, students, and have a seat. I will be your instructor this day, C3, and today's lesson will center on Fire Emblem: Three Houses, a game about a rube who gets recruited to a teaching position at a prestigious military academy but gets caught in the flare-up of a country-wide conflict. We'll be covering … Continue reading What’s Right and Wrong With Fire Emblem: Three Houses?
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
Human beings are extraordinarily horny creatures. You have to search the animal kingdom far and wide to find another species which likes to bang as much as humans do. Because of this extreme level of horniess practically unique to Homo sapiens, sex tends to slip into our media, which is very much the case with … Continue reading Writing Sex the Not-Xenoblade Chronicles 2 Way
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