Getting Lost in Non-Linear Level Design
After playing through both Dark Souls, and Ender Lilies I wanted to highlight how cleverly designed games implement non-linear level design.
After playing through both Dark Souls, and Ender Lilies I wanted to highlight how cleverly designed games implement non-linear level design.
After weeks of playing Them’s Fightin’ Herds I wanted to write about how the game implemented its combo trainer better than every other fighting game on the market. Read to find out how.
After playing partway through Dishonored 2 I started thinking about how time helps to make the games we play more interesting. Thus, here’s a rundown of some of my favourite implementations of time in games and a case in defence of the much maligned mechanic.
After finishing Titanfall 2 I couldn’t help but feel a little underwhelmed by what I’d played. A lot of that stems from how the game introduces itself…
With the recent announcement that Yakuza would remain a turn based RPG I had some thoughts on how I’d improve the weaker RPG elements in Like A Dragon.
After playing through Titanfall 2 twice I was surprised by how well the game manages to present the relationship between the two main characters mostly through gameplay. Read on to find out how Titanfall 2 does this.