Design Frame Transparency in Video Games - Easy to Learn, Difficult to Master | Design Frame #5 Design Frame #5: Transparency in Video Games
Dissection The Lake Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 4 We continue our journey with the Lake Kingdom -- home to Lake Lamode, Cheep Cheeps, Zippers, Lochladies, and 42 Moons.
Critique A Critique of Luigi's Mansion 3 A Critique of Luigi's Mansion 3 breaks down the exploration, combat, and everything in-between.
Design Frame Fear - FAR: Lone Sails, Alan Wake, & The Beginner's Guide | Design Frame #4 This installment of Design Frame centers around the idea of Fear.FAR: Lone Sails tries to implement resource management without the management.Alan Wake's atmosphere was compromised.The Beginner's Guide plays with the
Design Frame Overcooked 2 Undercooked, Dicey Dungeons & Monotony, & Sea of Solitude | Design Frame #3 Overcooked is fantastic. Overcooked 2 is half-fantastic and half-boring. Find out why!Does Dicey Dungeons mix up the Equipment and mechanics enough to persist at the level of Slay the Spire?Sea of
Design Frame Pedro’s Slow Motion, the Crossroads Problem, & Dark Moon as a Sequel | Design Frame #2 My Friend Pedro's slow motion system is the main reason why the game is so dreadfully easy and boring.Introducing: the Crossroads Problem. Featuring Eagle Island and Hollow Knight.Luigi's Mansion: Dark Moon
Design Frame Spyro's Multifaceted Gem, Sybil Reisz & Idolization, & Sonic & Generations | Design Frame #1 Spyro's Gem as a collectable and how a single collectable can carry and vary itself.Transistor's Sybil Reisz' idolization of Red and how Sybil's actions rippled throughout the game.Sonic's legacy is ... depressing.
From Software Follow the Rhythm, Until You Die Twice | Pressure, Tedium, & Reticence in Sekiro Sekiro is all about aggression, pressure, and rhythm. The aggressive, rhythmic dance of Sekiro permeates the entire game, creating a memorable rhythmic and pressure-focused experience. However... there are two sides to every story,
3D Platformer 3 - The Sand Kingdom Dissection | A Super Mario Odyssey Measured Analysis Welcome to the Super Mario Odyssey Full Analysis series; an exhaustive, detailed, complete dive into Super Mario Odyssey's design -- Moons, Captures, Level Design, Bosses, you name it! In this episode, we continue
3D Platformer 2 - The Cascade Kingdom Dissection | A Super Mario Odyssey Measured Analysis Welcome to the Super Mario Odyssey Full Analysis series; an exhaustive, detailed, complete dive into Super Mario Odyssey's design -- Moons, Captures, Level Design, Bosses, you name it! In this episode, we continue
3D Platformer 1 - The Cap Kingdom Dissection | A Super Mario Odyssey Measured Analysis Welcome to the Super Mario Odyssey Full Analysis series; an exhaustive, detailed, complete dive into Super Mario Odyssey's design -- Moons, Captures, Level Design, Bosses, you name it! In this episode, we begin
3D Platformer Power Moons as a Reward System | A Super Mario Odyssey Precursor Analysis Welcome to the Super Mario Odyssey Full Analysis series; an exhaustive, detailed, complete dive into Super Mario Odyssey's design -- Moons, Captures, Level Design, Bosses, you name it! In this Precursor Analysis, we
2D Platformer Celeste: The Chapter Expedition - A Cliff Notes Chapter by Chapter Analysis Celeste is an accessible (yet still difficult) 2D Platformer built on the idea of Generosity and Multiple Approaches. Join Corvus in his journey through Celeste's chapters as he picks apart its countless mechanics,