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Depths of Peril:
First Impressions

By Shamus
on Monday Jun 2, 2008
Filed under:
Game Reviews




The Truth About Piracy

By Shamus
on Thursday May 29, 2008
Filed under:
Video Games




Oral Excavations

By Shamus
on Wednesday May 28, 2008
Filed under:
Personal




Indigo Prophecy:
Plot

By Shamus
on Monday May 26, 2008
Filed under:
Game Reviews




Indigo Prophecy:
First Impressions

By Shamus
on Wednesday May 21, 2008
Filed under:
Game Reviews




PC and Console Interface Design:
Dumbing Down

By Shamus
on Monday May 19, 2008
Filed under:
Game Reviews




Oblivion:
Mod Hell

By Shamus
on Friday May 16, 2008
Filed under:
Rants




GTA IV:
First Impressions

By Shamus
on Wednesday May 14, 2008
Filed under:
Game Reviews




Roundtable:
The Flawed Champion

By Shamus
on Friday May 9, 2008
Filed under:
Game Design




Mass Effect and Spore:
How the DRM Works

By Shamus
on Thursday May 8, 2008
Filed under:
Game Reviews




BioWare and EA: Dumbass Effect

By Shamus
on Wednesday May 7, 2008
Filed under:
Video Games




Sins of a Solar Empire:
Gameplay

By Shamus
on Monday May 5, 2008
Filed under:
Game Reviews




Video Compression Gone Wrong

How does image compression work, and why does it create those ugly spots all over some videos and not others?

 

Hardware Review

So what happens when a SOFTWARE engineer tries to review hardware? This. This happens.

 

Programming Language for Games

Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?

 

Deus Ex and The Treachery of Labels

Deus Ex Mankind Divided was a clumsy, tone-deaf allegory that thought it was clever, and it managed to annoy people of all political stripes.

 

Spoiler Warning:
Marlow Briggs

This game is bonkers. It's wild, it's crazy, and it makes no sense. You have to see it to understand the silly.

 

Autoblography

The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.

 

Project Frontier

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

 

id Software Coding Style

When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.

 

Netscape 1997

What did web browsers look like 20 years ago, and what kind of crazy features did they have?

 

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.

 

Spoiler Warning:
Hitman:Absolution

This game needs to be on more 'worst of' lists. Watch our let's play to see how much stupid you can pack into one game.

 

Project Octant

A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.