Some of the most challenging aspects of crafting a game is doing the things right that won’t get noticed. The minutiae that fades into the background can often be as…
indie
Bringing on big name actors to a game is a bigger risk than you might first think. Whilst their star power is certain to draw attention from a wider audience…
The public discourse on reviewing things has long since shifted away from subtly. No longer can something simply be good enough for its own sake, everything must fall into one…
It’s rare that I’ll sit down to play a game and then not want to get back up again until it’s finished. Part of that is getting older and having…
Back in the day there was an unspoken rule about a game’s length being indicative of its quality. For some reason we all thought that games that took longer to…
I stopped looking at games to back on Kickstarter quite a while ago as it just seemed to encourage developers to take far, far too long to actually release something…
Pacing is essential for narrative driven games. Move the story forward too fast and you quickly lose your audience, drowning them in rapid fire events that aren’t given enough time…
Ever since I played Auralux all those years ago I’ve been keenly interested in what I like to call “essence” games. They are, as their name would imply, extremely stripped…
The Early Access survival/base building genre seems to have a pretty well trodden path these days. You start off with the base game and then release chapters/technology tiers/any other progression…
It’s always fun to think about the genesis of the story and mechanics of a game. Quite often they’re rooted in reality in some way; the stories typically being allegories…