There's a new video feature up at Nightmare Mode in which the writers get together and answer short questions about games and games culture.
This week's episode is focused on "Your Favourite Guilty Pleasure Game" and I was in it! I was in it for about 10 seconds or so, but I was in it! :p
It's a fun feature and I'm already excited to see where it goes from here.
I derped pretty hard in the video, too.
Wednesday, June 27, 2012
Headshots Episode 1
Saturday, June 16, 2012
The Campfire: A nightmare in Hyrule
Yes, video games were always scary when I was a kid. The age of polygons introduced freakish characters with pointed ends where things should be round. The Nintendo 64 made things worse by applying a fuzzy sheen to everything so things were even harder to distinguish.
Sometimes I wonder why and how I'm still interested in the medium considering how much video games scared me as a child. They were out to get me.
Labels:
gaming,
nintendo,
nintendo 64,
ocarina of time,
the legend of zelda,
video games
Tuesday, June 5, 2012
Mega Man: An Outlaw in an Asimovian World
(New post up at Nightmare Mode!)
The original Mega Man is not a fun game.
It's got some really whacky, awkward level design sandwiched between all the really brilliant parts. It's a good game littered with minor design flaws that really hamper your enjoyment. Mega Man laid the foundation but it was Mega Man 2 that would go on to be everything the original game wasn't and demonstrate what a small group of people can do when they pour their heart and soul into development.
While I was playing Mega Man: Powered Up (the remake of Mega Man on the PSP), I was struck by how different it was to the original game. Yes, some levels were redesigned and you can now play as the Robot Masters in the remake, but it was the tonal differences that really stood out to me. Both Mega Man and the Robot Masters dribbled conversation at every moment. Mega Man was clearly the Hero and the Robot Masters were undoubtedly reprogrammed.
This was never seen in the original game.
Mega Man and the Robot Masters never said a word. With no verbal communication at all in the game, motives and intentions were remarkably difficult to discern. Nothing was clearly defined or explained. It was... unsettling.
And that's really where this piece comes from. The atmosphere of the original games on the NES were defined by technical limitations to an extent but it gave the series such an uncertain and unique tone.
Check out TimeCowboy's art on his Tumblr, friends! He did the title image for this article :)
Check out TimeCowboy's art on his Tumblr, friends! He did the title image for this article :)
Labels:
capcom,
gaming,
isaac asimov,
kenji inafune,
mega man,
nes,
nintendo,
the robot masters,
video games
Friday, June 1, 2012
After Pressing Start: Animal Crossing

Animal Crossing never quite gets the attention it deserves. Like a lot of great games, it defies categorisation, appeals to the young and old, and players of all sorts.
But have you ever tried to explain it to somebody? More often than not you’ll be met with a curious stare and questions as to what makes it so enjoyable. Or -even worse- why you would play a game like that when you can simply go outside and do the same thing.
In building mechanics around fishing, eating, writing, catching bugs, moving future, and generally living a normal (well, let’s say “country”) life, Animal Crossing makes the mundane as exciting as blowing up a Grunt in Halo. It’s a charming simulacrum of reality that fills you with FEELINGS each time you boot the game up.
(The art accompanying this post was done by a Mr. Jake Lawrence of TimeCowboy fame. You should check out his other stuff!)
Labels:
after pressing start,
animal crossing,
city folk,
gamecube,
gaming,
nightmare mode,
nintendo ds,
video games,
wii,
wild world
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