I know Dead Space is a popular game, so before people jump on us about how we “hate” Dead Space, I should clarify:
I enjoyed Dead Space 2. The gameplay was fun, but the atmosphere was often undercut by heavy-handedness and a complete lack of pacing. In the opening cutscene, before you’re even given control of your character, the game gives you a close-up, full-on view of a monster roaring in your face. It feels like too much, too soon, with too little reason to care. By blending the exposition and tutorials with a slow-building threat they could have made something far, far more powerful.
Also, I simply refuse to believe that Josh grabbed a flaming barrel with the gravity gun and survived the subsequent detonation. I’ve made that same mistake a few times, with a 100% fatality rate.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
A Star is Born
Remember the superhero MMO from 2009? Neither does anyone else. It was dumb. So dumb I was compelled to write this.
Pixel City Dev Blog
An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
The Mistakes DOOM Didn't Make
How did this game avoid all the usual stupidity that ruins remakes of classic titles?