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Game Design Level Design Narrative Design Personal Favorites

The Dawn of The Metal Age: Part 3

The Dawn of The Metal Age: Part 2 Garrett has the recording of Truart’s meeting with Karras. Now he just has to break into the good Sheriff’s home and blackmail him with it. Really living up to that anti-hero label, is our Garrett. From here I don’t know the levels as well (excluding “Life of […]

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Game Design Level Design Narrative Design Personal Favorites

The Dawn of The Metal Age: Part 2

The Dawn of The Metal Age: Part 1 So Garrett has just broken into the City Watch headquarters and framed Sheriff Truart’s second-in-command, I’m sure nothing bad will come of this for anybody involved.   “Ambush!”: The lack of a loot objective in “Framed” makes sense given how “Ambush!” starts. Even using New Dark the […]

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Game Design Level Design Narrative Design Personal Favorites

The Dawn of The Metal Age: Part 1

So, I guess we’re doing this. Join me as I continue where we left off and play through Thief II: The Metal Age. It’s my favourite of the series, but I’m sure I’ll find something to complain about. The first shot of the intro isn’t quite a match for the last shot of The Dark […]

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Game Design Level Design Narrative Design Personal Favorites

Journey through the Dark Project: Part 4

[]   Journey through The Dark Project: Part 3 “Return to the Cathedral”: “Return to the Haunted Cathedral” is up next, I’m deep into the levels I’ve never played before. All I know about this one is: “Fuck. Fuck! Argh…” Objectives for “Return to the Cathedral” (I keep inserting the word Haunted) seem pretty straightforward… […]

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Game Design Level Design Narrative Design Personal Favorites

Journey through The Dark Project: Part 3

Journey through The Dark Project: Part 2 So… Constantine hired Garrett to steal a sword from Constantine’s own mansion to prove that Garrett was the right person to steal The Eye from the abandoned Hammer Cathedral. Unfortunately, the Keepers sealed the Cathedral after an undead uprising. Now in order to gain access to the Cathedral […]

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Game Design Level Design Narrative Design Personal Favorites

Journey through The Dark Project: Part 2

Journey through The Dark Project: Part 1 I obviously love this series for its level and systems design, yet I think I might actually love the way it handles narrative design even more. It manages to be incredibly rich with such economy; nothing serves only one purpose. Somewhat pretentious, but – film noir influences aside – […]

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Game Design Level Design Narrative Design Personal Favorites

Journey through The Dark Project: Part 1

So, it’s about time I finally did it. Join me as I play Thief: The Dark Project; I’ve never got further than The Sword before. Thanks to the No Spiders mod from Andy Durdin I hope to actually finish it this time. I’ll be playing Thief Gold, I have multiple copies of The Dark Project […]

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Narrative Design

Teenagers Are Strange.

I joked on Twitter that Life Is Strange has taught me that twenty-something male critics sure have some deeply held opinions on the speech patterns of teenage girls. It’s the default criticism of this game, “the dialogue is bad”, like “the level design is good” it’s a meaningless criticism when not expanded upon. My first time through […]

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Game Culture Narrative Design Personal Favorites

I am Vincent Brooks.

Warning: The following contains spoilers for the ending of Catherine. Catherine, Atlus’s 2011\12 visual novel puzzle game amalgamation is a game I’ve seen cited as “one of the most sexist” games made and another example of “the weird Japanese and their games about sex”. I don’t have much interest getting into the racism and ethnocentrism of that […]

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Game Design Narrative Design

Discovering my Destiny.

Guest Post, written by: Caitlin Moore. I don’t play shooters. We had GoldenEye when I was a kid but I only ever played against my brother and I’ve mostly avoided them since. I was initially drawn to Destiny despite this for a couple reasons. Partly it’s a function of dating a guy who is writing […]