Justin Keverne examines how Alpha Protcol’s information dossiers transcend their status as collectibles to provide many useful functions to the player.
Wallet Threat Level: Green. Stand down everyone, the Steam Summer Sale is over. Mark ponders the reasons why he bought so little this year and wonders what the future has in store for those of us running out of things to buy at bargain prices.
Welcome to the 16-bit era, complete with games on disk and ten times the usable RAM of the more capable 8-bit systems. Goodbye wireframe 3D, hello solid shading (Gouraud if you were particularly lucky!). Does this technology herald a new era of open world games, or will we need to continue waiting for that definitive open world experience? Mark Stevens wanders down memory lane to recall his open world gaming experiences on the Amiga and Atari ST.
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.
For a kid-friendly media empire as large Disney, it’s inevitable that so many of their assets are converted into video games. Not all of them have been what you’d call exceptional products, which is why Wes Hampton decided to separate the classic wheat from the retro chaff.
As a 1980s gamer, Mark Stevens pined for open world games long before the genre had a name. In this first article of a multi-part series, Mark fondly recalls his early attempts to step beyond the boundaries enforced by games and the rise of early open world games in the mid-1980s.
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.
It’s fair to say that the Commodore 64 took video game music to an entirely new level when a talented bunch of musicians/programmers learned how to tame the SID chip in the 1980s. Rob Hubbard, Martin Galway and Jeroen Tel would go on to influence my taste in music for the next three decades. Here’s my thank you note to those plucky chiptune pioneers.
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.