Telltale’s The Walking Dead, Hitman, and Episodic Releases

Four and a half years ago, I began writing about games through a series called “Why Story Matters” where I’d analyze the story or storytelling devices that a game used in an interesting way. One entry I wrote focused on the episodic release structure of Telltale’s The Walking Dead and how it made for a different type of game experience. However, as episodic releases have persisted with the late Telltale and even with other games, I think it’s important to reevaluate the episodic release structure and see in what areas it works and what areas it fails. So before reading further, make sure you look here for my 2014 post, and then come back and see how things have changed.

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Why Story Matters – The Walking Dead

In light of the recent Telltale layoffs, I have been thinking a lot about my history with this company. My third post ever for my little IGN-based WordPress blog, I decided to write a quick thing about the game I was really into at the time. Little did I know that this piece would end up being featured on the front page of IGN, and it was what really kept me going as a writer even 5 years later. However, IGN Blogs have been shut down, and I managed to recover this piece and subsequently see just how much I’ve evolved as a writer since those high school days. I really wanted to edit all of its little flaws, but instead I wrote a new piece quickly looking at episodic releases in the modern day that you can find here when you finish this one. So, in all of its unedited glory, is this very old piece.

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2017 In Review: My Top 10 Games of 2017

Now that that pesky best game design tidbits list is out of the way, let’s get right to the main reason you’re all here: to read yet another best games of the year list. I’ve played a lot of fantastic games this year, and I personally had a harder time narrowing down a list to just ten games than I have in previous years. In fact, I’m starting off with four honorable mentions before we even get to the list. For most people that keep up with the industry, you probably will not be surprised with the inclusions on this list. However, the order of them is what may shock and appall some, so be sure to let me know what you agree and disagree with. Without further ado…

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2017 In Review: The Best Bits of Game Design I Played

It feels like every year for the last few years, it’s been fairly easy to say, “This has been the best year in games!” With a market that’s filled to the brim with releases weekly, it’s no wonder that we see more great games coming out now than a decade or so ago. Amidst a sea of microtransactions, lootboxes, and games as services, developers have been crafting truly remarkable and innovative experiences, and it’s a great asset to look at these creative bits of design and learn from them. This isn’t a list of my favorite games of the year – that will be coming towards the end of December – but all of these games are ones I would wholeheartedly recommend.

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The Legend of Zelda: Breath of the Wild and Designing a Good Open World

Slight spoilers for The Legend of Zelda: Breath of the Wild ahead. Please play through most of the game before reading. You will regret not playing the game whether you read this or not.

If you have been even remotely in tune with games media in the last month, you probably have seen a multitude of headlines regarding Nintendo’s latest entry in the acclaimed The Legend of Zelda series. Somehow, this series has become even more acclaimed with the latest entry, garnering the most perfect scores ever for a game on Metacritic and sitting comfortably at an average score of 97. The game features the same charm and adventure that have become attributable to the success of the series, but this game turns every staple of the series on its head while still revitalizing that feeling of wonder and excitement that made the original game on the NES so popular. However, when you look at it from the outside, Nintendo is simply years behind the industry in seeing that open-world games have value to them. So why is this game a critical success? No, it isn’t because the reviewers were paid. Zelda games clearly get a bit of a pass if we look at the scores for Skyward Sword and Twilight Princess, but that’s a debate for a different day. Let’s talk about how Nintendo watched from the sidelines for years, tested the waters, and then stuck the landing on their first real open-world game, as well as why Breath of the Wild‘s Hyrule is the best open world that gaming has probably ever seen.

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Why To Market The Nintendo Switch as a Handheld

Let me preface this entire piece by saying I pre-ordered a Switch already. Through every disappointment I had with that presentation, I knew that eventually I was going to get that console for some game or another, and that I’d rather have The Legend of Zelda: Breath of the Wild in its premium form. I am completely sold on the Switch as a concept, and I think Nintendo’s innovation has finally reached a key make-or-break turning point that they’ve been approaching in recent years. This piece is meant as a quick analysis of what Nintendo did right and wrong overall, with an actual thesis and discussion of one possible fault.

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