God of War 2018: Shadows of Succession
June 19, 2018
Legacy is a tricky thing to live up to. Shadows of the past build certain expectations and make change difficult. No matter the quality of new entries, they will always be thoroughly scrutinized and compared…
Depth and Complexity
April 13, 2018
You are surrounded. The attackers are everywhere, angels reign down from the skies while the demons crawl up from the depths below. Bullets, energy blasts, axes and spears fly…Nowhere is safe. You have but a…
Combat Mechanics in a Game Without Fighting; How?
January 28, 2018
When analyzing a game, the genre is in the spotlight. How does it hold up compared to its contemporaries, does it innovate, is it a return to form, or an evolution? Other games, as we’ve…
Should Every Action Title Add RPG-Elements? Or Is It A Curse We Must Dispel?
October 16, 2017
In a faraway future neon lights flicker, rain ticks and the sound of action echos through your room. Tucked away in a corner you are playing Ninja Gaiden 4, only just released. Hopping from wall…
Enemy Variety | What Is The Value of Combat Compositions?
June 22, 2017
If there’s one element while designing a product that restricts creativity – it is time. Time influences what content is cut, what is left in and thus decides which pieces of the puzzle the designers…
Mirror's Edge: Catalyst | When combat is not the focus, how do you design it?
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…
Hard Mode | The way it was meant to be played?
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…