Contributing writer for The Artifice.
Junior Contributor I
Fulfilling the Promise of Character Creation in RPG'sI've been playing Divinity: Original Sin 2 a lot recently and it made me realise what I really love about RPG's; the way that they let you really create a character. But this doesn't end at their appearance or race. Games like Original Sin 2 fulfill the promise of character creation by rewarding absolutely everything your character can attempt. Giving the player so many options based upon the character they built and how they play makes the world feel alive and causes the player to feel as though their character is charting a course based on who they are. So many RPG's provide options but often you reach quests or situations where there is no alternative (due to narrative restrictions) or there is are blatant good, bad and worse options. There are so many other RPG's that allow for this deep character creation and they always seem to become instant classics. I also think this approach is incredibly interesting as it's rare that players notice just how much this level of reactivity influences their style of play.
|
What Makes a Sequel Worth Telling?Sequels are almost always what follow a successful film but what actually makes a sequel as good or better than the original? Everyone's seen a sequel that they thought was either an obvious step down from the original or didn't have a real reason to exist but a sequel that surpasses or keeps up with its previous iteration are much rarer. So what are the factors that actually make the story in a sequel story worth telling? Obviously if the production is good then you could make a case for it but what narrative factors influence the worth of a sequel being told? And what are the unique characteristics of those sequels that did actually surpass their originals? What made them great?
|
Open World Games: Immersive Adventures or Lacking Structure?Finally got around to playing Dishonored 2 recently and it reminded me how brilliant level design can impact enjoyment. People love Bethesda titles such as Skyrim and (arguably) Fallout 4 for the unrestricted world they give the player to explore but can they ever be as good as games in which levels, environments, enemies etc. are designed specifically for the player to encounter in a way that the designer had in mind? You could have examples of titles that display the positives of each design philosophy and a few titles that show off the negatives (lack of structure, lack of freedom etc.) and give your own opinion of a possible ideal middle ground?
|
The Magic and Artistry of Studio Ghibli's Films | |
I loved this article! I absolutely adore Black Mirror and when I show it to people a lot of them tell me that they believe it to be very “anti-technology” which I don’t agree with. I’ve always considered it to be a critique of human nature and the ways that, if we’re not careful, technology can allow us to cause more trouble for ourselves than we realise. Your article addressed just that and I thought it was an incredible read! | Black Mirror: A Look at Modern Day Paranoia |
Another Metroid Prime would be incredible. Metroid has always had a special place in my heart as the most mature first party Nintendo game and the transition from 2D to 3D was a fantastic one. You’re absolutely right though, a new 2D Metroid would be just as incredible and would be a nice return to the IP’s routes. | Why Nintendo Should Make a New Metroid Game |
Ghibli always manage to create a feeling of escapism and losing yourself in a completely unfamiliar world that I’m yet to find anywhere else.