Wednesday, December 7, 2016

Talking Level Design with Samuel Dassler

I happened to bump into Samuel Dassler on Imgur, where he posted this thread about his time at DigiPen. He imparted a few tidbits of wisdom in the post, and I thought he'd be an interesting person to talk to.  He recently worked on a game called Mekazoo, which you can find on Steam, Xbox Live, and Playstation Network.

Monday, November 21, 2016

Review: Titanfall 2

Developer/Publisher: Respawn/Electronic Arts

Platform: Xbox One, Playstation 4, PC

Rating: Mature (Blood and Gore, Language, Violence)

Reviewed on: Xbox One

When the Xbox One launched in 2014, Respawn Entertainment was tapped to create a launch title for the new system.  It was a decent game, not without its flaws, but I enjoyed what it offered.   With the arrival of Titanfall 2, I knew I needed to pick it up and review it.  How did it turn out?  Pretty good, actually!

Wednesday, April 27, 2016

Chicks Dig Giant Robots: Anime Detour 2016

Netrunner on Friday Night
So I was sitting here this past Monday, completely mute again.  You'd think I'd learn from prior years to take care of my voice, but no...

Anime Detour 2016 was a ton of fun this year.  A whopping total of 5,500 people crammed into the Doubletree in Bloomington, MN, for another year of cosplay,  antics, games, and awesome.  And hoo boy, do I have stories!

Wednesday, April 13, 2016

Gamer's Guide to Tokyo: Trains

Last may, I took a trip to Tokyo, Japan.  It was awesome, I had tons of fun, and I realized that there's not a whole lot of information for gamers on what to do and see in Tokyo.  Thus begins this series of posts.  I'm going to point out the important things to see and check out in Tokyo, in as many districts as I can.  In addition, I'll point out as much cultural information as I can, so you don't stick out like a stupid tourist.

Wednesday, March 16, 2016

Review: The Division

Platforms: PC, PS4, Xbox One

Price: $59.99 USD (Standard), $99.99 USD (Gold)

Release: March 8, 2016

Rating: M for Mature (Full ESRB Synopsis)

Platform Reviewed: PC

Ubisoft's newest series inspired by Tom Clancy launched last week.  Ubisoft's Tom Clancy games have been rather hit or miss, but they seem to sell well for the company.  How did this one fare?  Find out more after the jump!

Wednesday, July 22, 2015

Gamer's guide to Tokyo: Odaiba

Last may, I took a trip to Tokyo, Japan.  It was awesome, I had tons of fun, and I realized that there's not a whole lot of information for gamers on what to do and see in Tokyo.  Thus begins this series of posts.  I'm going to point out the important things to see and check out in Tokyo, in as many districts as I can.  In addition, I'll point out as much cultural information as I can, so you don't stick out like a stupid tourist.

Friday, July 17, 2015

The Gamer's Guide to Tokyo: Imports

Last may, I took a trip to Tokyo, Japan.  It was awesome, I had tons of fun, and I realized that there's not a whole lot of information for gamers on what to do and see in Tokyo.  Thus begins this series of posts.  This one covers the shopping side of things, what games are easiest to use when you get home, which ones aren't.

Wednesday, July 15, 2015

The Gamer's Guide to Tokyo: Akihabara

Last may, I took a trip to Tokyo, Japan.  It was awesome, I had tons of fun, and I realized that there's not a whole lot of information for gamers on what to do and see in Tokyo.  Thus begins this series of posts.  I'm going to point out the important things to see and check out in Tokyo, in as many districts as I can.  In addition, I'll point out as much cultural information as I can, so you don't stick out like a stupid tourist.

Friday, February 27, 2015

Character Development and writing: A Conversation with Ashton Raze



Ashton Raze
Not too long ago, I talked with Ashton Raze about character design, writing, applications in Game Development, and other highly unrelated topics. She was willing to answer some questions I had for her, and I thoroughly enjoyed talking to her.  It's amazing what random conversations on Twitter can turn into! Our conversation started on Twitter before moving to a more formal interview.  Those 140 character limits tend to really cramp what one can say.  Our initial conversation was how easy it is to add a token character to the plot for little reason than to check off a box on the diversity checklist.  I got to thinking about solutions to this problem when I started talking to Raze.

Admittedly, I had a bit of an agenda to push when I first reached out to Raze.  I set out to rant about game characters and how developers don't spend enough time fleshing the character beyond a few simple traits/tropes. While talking with Raze, the conversation quickly changed and went an entirely different direction.  The conversation changed to writing and character development, and as such, I've had to rethink how I would write this article.

Monday, October 6, 2014

On the topic of #GamerGate: My Promise to you

Ugh, I really didn't want to have to write this article, but it seems like it's pretty much compulsory at this point.