Indivisible Prototype Critique
Chris takes a look at the prototype of Indivisible, describing how its subtle and kind of bland combat falls a bit short of what Lab Zero may be aiming for.
The Contradiction of Rewards
It's common to seek rewards for accomplishing tough things, but are game developers enabling us to cheat ourselves in this process?
Five Games, Five Jumps
A look at how games can model something as unassuming as a character's jump in completely different ways to reach different ends.
Taking Apart Stealth
An exhaustive look at all the elements that have gone into stealth games to make them engaging and some elements that have not yet been considered.
Post-Mortem Reviews: Hotline Miami
Good Games never die. Game Design never gets old. Chris Wagar examines modern classic: Hotline Miami.
What Ruined First Person Shooters? Iron Sights
A look at how Iron Sights and Bullet Spread harmed the basic functionality and mechanical structure of First Person Shooters
With AGDQ 2015 running this week, have a look into why speedruns are fun to watch and fun to do.
Why I Will Not Be Buying Smash 4
Chris Wagar explains why the various changes made to Smash 4 make him uninterested in bothering with it.
More Than Mashing: Rapha vs Cooller
Quake 3 and Live have been the long term holdouts of the Arena Shooter genre. Rapha and Cooller are some of the fiercest competitors to ever play, and they help make it clear how far you...
Tripping on Air: Why Game Journalists Can’t Describe Games
Journalists have a tendency to reach outside their means when talking about games and Johnathan Holmes' recent article on tripping in Smash Bros is only the most recent example.