The Methodology Behind The Witness

Much has been said about The Witness’s ability to teach the player how to solve its puzzles. In designing the puzzles, Jonathan Blow worked from simple to complex, and while the game is arguably genius in how it teaches the player, the methodological … [Continue reading]

Games Can’t Portray Addiction Right

"This will be the last cigarette I ever smoke" is something I tell myself about once a week after I finish a pack. It doesn't take more than a few hours before I have a new pack sitting in front of me. --  Going out for a cigarette has become a habit … [Continue reading]

Tharsis: Gambling in Space

You barely fixed the life support module in time. The air is getting thing. Through a window, you see a never ending stream of debris floating through space. You know that the debris is coming from the ship. This is no longer a return … [Continue reading]

Hearthstone Sheds Poor Design Decisions with Year of the Mammoth

Hearthstone has never seemed to really have a coherent design to it, often resulting in knee-jerk nerfs that take almost too long to ever come out. I have been playing Hearthstone on and off since before official release and almost since then, the … [Continue reading]

Thea: The Awakening Review

Once upon a time, someone had an idea to combine as many different types of games as possible and make it work- so now we have Thea. Videogame genres are usually pretty loose and hard to define but we usually have the vocabulary to describe, at the … [Continue reading]