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37 posts
Article

Enemy Variety | What Is The Value of Combat Compositions?

By Hasker Brouwer
June 22, 2017
Article

Viewtiful Joe | Revealing underlying talent - or exposing lack thereof?

By Hasker Brouwer
June 7, 2017
Creative minds rarely start as they are now, only having gotten this far through hard work and an environment that allowed growth and experimentation. Itagaki from Ninja Gaiden fame had years to grow as a…
Article

Mirror's Edge: Catalyst | When combat is not the focus, how do you design it?

By Hasker Brouwer
May 3, 2017
It is June 10th, 2013. As the ink-pen edges over her skin viewers are wondering what kind of trailer they are watching. Does the upcoming tattoo signify anything? Are we looking at a sequel or…
Article

Hard Mode | The way it was meant to be played?

By Hasker Brouwer
April 22, 2017
Reaching the credits is usually where the game ends but for others it is merely the beginning. As newer difficulties are unlocked we are challenged over and over, pushed to new limits and beyond those…
Article

Rising Zan: The Samurai Gunman | the inspiration of Devil May Cry?

By Hasker Brouwer
April 3, 2017
♪ Once upon a time a blue eyed boy from the west Learned one of life’s cruelest lessons That evil was bigger than his gun So he followed the footsteps of a mysterious master to…
Article

Ninja Gaiden: past to present

By Hasker Brouwer
March 21, 2017
Article

Devil's Third | Untapped potential or mistaken depth?

By Hasker Brouwer
February 8, 2017
“I only make unique games. I only make games that don’t yet exist in this world.” – Tomonobu Itagaki; in an interview with James Mielke And he wasn’t wrong. To play a game like Devil’s…
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