The one about the visual metaphors in the Assassin’s Creed series.
Bastion is a game that feels a little torn between time periods. On one hand, the game is a veritable shrine to the roleplaying and adventure games of the 16 and 8-bit eras. The isometric camera view, the varied level design, the strict adherence to playing in two-dimensions, and the cohesiveness of its unique “western-punk” fantasy aesthetic all recall a Read More >>
For most games, three years is a pretty standard development cycle, especially when developing for a new generation of hardware. In the 3 years between the release of Wip3out and Wipeout Fusion however, a lot changed in gaming and for the series itself. From the Fall of 1999 to the late-Winter of 2002 (Wipeout Fusion’s European release) the PlayStation 2, Read More >>
If this blog had an anatomy, the Wipeout series would be without question the spine; the one unifying thing behind its entire purpose. A great deal of what appeals to me from a design perspective both inside and out of videogames stems from the earliest entries in the series. Luckily, the Wipeout franchise remains home to some of the Read More >>
Unlike books, music, or even film, I often treat the virtual spaces that games carve out in the world as though they exist unto themselves, in a vacuum free from outside influence and/or knowledge; alien artifacts churned out of some unknowable machine. This perspective does not gel well with the fact that I am also constantly searching for and interested Read More >>