In this week’s Design By Example, Justin Keverne takes a look at Halo: Combat Evolved’s shield and health bars and how they’re used to subtly train the player to learn from their mistakes.
In Infiltration (a game within the Android Universe of Fantasy Flight Games) players take on the role of criminals breaking into and stealing data from the CyberSolutions, Inc. facility. Uncovering each room in turn as they move deeper into the complex, their aim is to obtain the highest quantity of Data File tokens and escape […]
Half-Life 2′s headcrabs—killer zombie crustaceans with a penchant for nommy brains or just merely misunderstood pets one de-beak away from domestic bliss? Justin Keverne sticks his head out for science and takes a look at the poison variety of headcrab, otherwise affectionately know as the aaaaaaarghwhereisitwhereisitnoooooooo headcrab.
When he’s not busy writing about level design, Justin Keverne likes to cruise the mean streets of Paradise City in his hellaflush Challenger, looking for ricers to drag down the 1320. Or whatever it is the kids do these days. J-Kev takes a break from his hectic street racing schedule to examine the Licence system in Burnout Paradise.
Justin Keverne examines how Alpha Protcol’s information dossiers transcend their status as collectibles to provide many useful functions to the player.
While Dishonored may forever be compared with Thief: The Dark Project, its key Blink mechanic gives the game an assured identity of its own that forces players to reconsider the vertical spaces of Dunwall. Justin Keverne examines the extended vocabulary of movement that Blink brings to the game.
Those of you familiar with Justin Keverne’s work (via his Groping the Map blog or his Design By Example column right here on RJF) are no doubt aware that he’s currently locked in away in a broom closet working on his Groping the Map book. As a taster of things to come, Justin is now […]
Super Metroid may have been a very different game if it weren’t for its finely tuned organic resupply mechanic. Justin Keverne heads deep into the caverns of Zebes to uncover its workings.
Cover systems aren’t just for hardy space marines. When designed well they offer options for stealth-based gameplay too. Justin Keverne gives us insight into how Deus Ex: Human Revolution uses a multi-functional cover system to suit a wide variety of playing styles.