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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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Level Design

Groping The Map: Book 1 – SAMPLE.

In order to promote my work on Groping The Map: Book 1, I have decided to release a .pdf sample of the first nine pages of the chapter on Nova Prospekt from Half-Life 2. Consider this a “vertical-slice” of the book, as you can see I have made some changes from the traditional format that […]

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Level Design Site Specific

The future of Groping The Map…

Since I started them in 2010 my Groping The Map articles have  proven to be some of the most popular work I’ve written. In those three years however I have only been able to complete my analysis of three different levels, this is both a significant reduction from my original goal and a personally disappointment. With […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 9.

 “Greetings, Garrett! Thou art expected, though not precisely… welcome.” Conclusion: Coming two thirds of the way through The Metal Age the infiltration of Angelwatch in Life Of The Party would make a fitting location for the finale. Unlike the actual final level the Mechanist tower of Angelwatch was foreshadowed as far back as the second level, […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 8.

 “These are strange times indeed when the builder’s chosen must cater to the folly of the unworthy.” Annotated Walkthrough, 7: After avoiding any wandering guests on the stairs the sixth floor landing offers some shadows in which to wait before you enter the ballroom. The door is unlocked and the light illuminating the area immediately […]

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Level Design Personal Work

The Stealth Gaming Magazine.

  For the past year, along with occasional posts here, I’ve been writing for Sneaky Bastards: The Stealth Gaming Blog. The work I’ve produced there has been similar in form to my Groping The Map series. Now Sneaky Bastards is looking to develop beyond the website into a print on demand magazine, and we need […]

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Game Design Game Mechanics

First Contact: Binary Domain.

A number of people whose opinions I respect, assure me that Binary Domain is a game worth playing. Specifically in regard to its combat mechanics, narrative, and themes. While playing the first hour I took some notes. The reason the notes only cover the start of the game is that I have since restarted twice […]

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Game Design Level Design Narrative Design

The polite horror game.

Dead Space: Extraction is a game that knows what it wants to be. Within a series that wears its horror film influences on its sleeve Extraction is the most direct translation of those influences to the video game form. As an on-rails shooter the cinematography and pacing are an obvious point of comparison sharing as they do […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 7.

“To serve the nobility is the highest privilege in life of course but slavery is just so… distasteful.” Annotated Walkthrough, 6: Without the option to read the books sitting upon the shelves there is little to determine if the library of Angelwatch was created to serve a functional purpose or whether it exists merely as […]