Gamasutra - Blogs /blogs/ Andrew Lavigne's Blogs Mon, 31 Aug 2015 11:21:03 EDT en-us (Simon Carless) Glitch Reading, Glitched Reading: Bethesda's "Broken" Worlds - by Andrew Lavigne Design,Console/PC Glitches frustrate, but they also intrigue us. They are joined with our experience of the game. Stories spring out of them, told on forums, in articles, on playgrounds, in bars. I have told you stories and been told stories in return. Mon, 25 Mar 2013 05:52:00 EDT Open Claustrohobia: Architecture in Batman's Arkham City - by Andrew Lavigne Design,Console/PC While the original Batman: Arkham Asylum presented us with the titular locale's claustrophobic, Gothic environments its sequel presents a uniquely "open" claustrophobia that only a city could emit. Mon, 11 Feb 2013 03:05:00 EST Legend of Zelda: Skyward Sword & Nintendo's Art Legacy - by Andrew Lavigne Design,Console/PC Fujibayashi's "Skyward Sword" honors gameplay, reading, painting, and music instead of demeaning them, like Heavy Rain's crass blend of “interactive cinema.” Skyward Sword is all-inclusive, inviting the arts to do their parts and to do them together. Mon, 04 Feb 2013 10:40:00 EST 2012: The Year of Dreaming Dangerously - by Andrew Lavigne Design,Console/PC "...we witnessed (and participated in) a series of shattering was the year of dreaming dangerously, in both directions: emancipatory dreams mobilizing protestors...and obscure destructive dreams...." Mon, 07 Jan 2013 03:22:00 EST Heavy Rain: a heap of broken images - by Andrew Lavigne Design,Console/PC How do art design and game mechanics collide in failure to make the most (un)sincere game in recent memory? Mon, 24 Dec 2012 01:43:00 EST Shooting History: Black Ops, Film, and Reality - by Andrew Lavigne Design,Console/PC The entire concept of “Black Ops” acts as a rebuttal to Infinity Ward. Better, its usage of the numbers/the player himself is crucial in forming the narrative told through its high-octane gameplay. Sun, 16 Dec 2012 11:24:00 EST