Tag: Opinion piece
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Halo Infinite: A postmortem retrospective.
It all began with Craig. That lobotomised brute, gormlessly gazing into the visor of Master Chief. Now, almost 3 years later, Halo infinite has seen continual updates bolstering a threadbare release which dwindled in popularity as time drew on. The latest slew of updates has seen alterations to the forge mode (added post-release), sandbox changes… Read more
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Jerry Seinfeld is like a game that doesn’t respect your time
Jerry Seinfled reminds me of bloated AAA games, there I said it. The ageing comic far past his prime has marched onward into the inevitable slog of entering into the twilight years of his career, lamenting it all the while. Accompanied by core tenements of an ailing star far past their prime, who, seemingly to… Read more
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Murder as a mechanic: Mindless or mechanical?
Laziness or neccessity? How murder is treated in gaming. Allow me to paint you a picture – or perhaps evoke a memory. There’s an elevator, you’re boxed in with four other guys, nervy gruff types. The air, thick with frenetic discomfort. They twitch, jerk their neck. There’s nerves in the room, but there’s an overriding… Read more
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The Lego games: permutations in the formula.
How TT’s lego games grapple with the triumphs and failures of formula iteration. As the year concludes and the critical roundups ensue, so too comes the time for the ubiquitous 7’s assigned to the lego game series. Overlooked? Perhaps. They’re a series of games consigned to the collective nostalgic annals. Recent entries are so frequently lambasted… Read more
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Bloodborne: the mechanisms of the jumpscare.
The memorability of a scare is orchestrated prior to its occurrence. Be it in the infamous examples seen in the 2001 Japanese techno-horror Pulse, helmed by Korochi Kurosawa and its insistence on holding upon the inescapable terror or the impenetrable silence of William Peter Blatty’s 1990 film the Exorcist 3 and its now infamous hallway… Read more
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Kid A mnesia exhibition and digital architecture.
How the limitations of reality birthed Radiohead’s most ambitious undertaking. So much of our understanding of videogames stems from a comprehension of its spatial limitations and architecture. Be it the memorised routes of labyrinthian Metroidvanias, shortcuts and risk mitigation in survival horror titles such as Capcom’s Resident Evil series or the fastest route toward sanctuary.… Read more
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Scribblenauts, Monster Lab and Minecraft: Formulating my creative expression.
A delve into the games that laid the foundations of my creative tenements. I never knew I wanted to be a writer. I never once lent any credence of thought to the idea that I could write, nor how enjoyable the simple act of it was. I was left scrambling whenever I was tasked with… Read more