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Diecast #69: Bulletstorm, System Shock 2, Games Writing

By Shamus
on Friday Aug 1, 2014
Filed under:
Diecast




Bulletstorm: Lowbrow, Loud, Juvenile, and Proud

By Shamus
on Sunday Jul 27, 2014
Filed under:
Game Reviews




The No Politics Rule

Here are 6 reasons why I forbid political discussions on this site. #4 will amaze you. Or not.

 

Trusting the System

How do you know the rules of the game are what the game claims? More importantly, how do the DEVELOPERS know?

 

The Best of 2012

My picks for what was important, awesome, or worth talking about in 2012.

 

Spoiler Warning:
The Walking Dead

This game had lots of false choice and barely any gameplay. So what made it resonate so powerfully with audiences?

 

Spec Ops: The Line

A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?

 

Self-Balancing Gameplay

There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.

 

The Plot-Driven Door

You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.

 

Project Frontier

A programming project where I set out to make a gigantic and complex world from simple data.

 

Silent Hill 2 Plot Analysis

A long-form analysis on one of the greatest horror games ever made.

 

The Opportunity Crunch

No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.

 

The Strange Evolution of OpenGL

Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.

 

Marvel's Civil War

Team Cap or Team Iron Man? More importantly, what basis would you use for making that decision?