Tom Battey's Member Blogs
A heartwarming story about childhood memories, Pokémon, and how the internet has changed how we're growing up.
Microsoft's cloud-powered Xbox Live Compute program sounds like a bold and potentially game-changing idea. It also sounds like it won't actually work in real life.
How the mixed reception of Quantic Dream's Beyond: Two Souls brings to light an interesting case for subjectivity in games criticism.
Or how Metacritic and our own subconscious minds can turns us into terrible people.
I emerge from beneath the weight of a frankly ludicrous Monster Hunter playtime to discuss the psychology of Monster Hunter, and how its design inspires such dedication from its fans.
AAA videogames are making themselves daunting to newcomers with closed-minded design, and a vocal minority of game-players celebrate this as an expression of 'depth' or 'complexity.' Why?
The Walking Dead is a difficult game, but not in the way we would usually describe a game as 'difficult.' The Walking Dead is difficult on an emotional level, in a way that very few games are, and at times I found it hard to continue playing.
Level 5's Ni no Kuni has made me nostalgic for a childhood spent absorbed in great sprawling RPGs. In an industry constantly focused on innovation and the cutting edge, is there still space for games that look squarely at the past for inspiration?
Why has 'challenge' become synonymous with 'death', and why do so many modern games approach the idea of player death so poorly? How can designers use death to pose a meaningful challenge, rather than a repetitious slog of endless checkpoint restarts?
Instead of bloating an already expensive product with free-to-play-like micro-transactions, what if publishers used the F2P model to broaden customers' purchasing options?
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