Mastering systems is a major piece of the appeal of video games for me. I love it when I can dig into the mechanics of a title and develop a deep understanding for the possibilities, experimenting with different ideas to discover the most effective combinations of tools to succeed at the game. In games like... Continue Reading →
There's a saying about first impressions: we rarely move past them. Your initial impression of a thing colors every interaction with it, establishes a bias for which your mind seeks confirmation and little else. It's something that became very evident to me when I started regularly writing first impression articles for Adventure Rules - often... Continue Reading →
This version of the Mushroom Kingdom matters to me a little more now because I was given the responsibility of putting it back together.
Depending on the boss what actions are going to be most effective will change, and the way you move will be altered by their abilities.
At their best, extended challenges allow the heroes to put their unique traits on display while still working together as a team towards a single common goal.
For me, a time loss may mean the difference between completing a game and setting it aside...it's important to have tools for dealing with it.
I just met the fifth wheel of my party in Dragon Quest XI S, so now I gotta figure out what to do with him.
Last week I shared my first impressions of AI: The Somnium Files - this week I share how the game built on those basics to blow me out of the water!
I love a good skill progression system, and Dragon Quest XI S expands meaningfully on the mechanisms first established in VIII and IX.