There are fates worse than death in this world. Source: Frictional Games SOMA: A Nightmarish Dive Into the Depths of Existentialism A love letter to a game that continues to haunt me for merely existing Game Design Chris Kernaghan Apr 14, 2024 — 6 min read
Half-Life 2's cutscenes are seamless, but unskippable. Frustrating after multiple playthroughs. The Problem with Mandatory Cutscenes in Games Unskippable sequences that you can't interact with: praised for making you feel immersed but not for getting in the way of player autonomy Game Design User Experience Chris Kernaghan Mar 25, 2024 — 2 min read
Distant, hazy anti-grav memories. Source: Sony Wipeout Odyssey: The History of Anti-Grav PlayStation Racing A nostalgic look into the Wipeout series on the original PlayStation Game Design Branding Chris Kernaghan Mar 13, 2024 — 23 min read
Online fun on a galactic scale. Source: Arrowhead / Sony Computer Entertainment Unravelling the Galactic Warfare of Helldivers 2: Are Players Really in Control? Lost in alien guts, questioning existence. Other player steals glory. I love this game. Game Design Jessica Hamilton Mar 11, 2024 — 3 min read
Thankfully it's just a short message. Source: Konami Silent Hill Has An Identity Crisis Just add my opinion to the heap of other critical perspectives on Silent Hill Game Design Chris Kernaghan Mar 4, 2024 — 6 min read
Quake II became a PlayStation party favourite among friends with its 4-player split-screen. The Design Mastery Behind Quake II on PlayStation Why is Quake II often called the "impossible port"? Game Design Jessica Hamilton Mar 3, 2024 — 5 min read
Interview: Blue Bidya Games Chats with Koshiro Nishida Nishida on A5, Artdink and Warsaw Philharmonic Game Design Interview Chris Kernaghan Feb 27, 2024 — 6 min read
Are you willing to fully enjoy a game by pursuing trophies? Debate: Embracing or Disabling Achievements and Trophies Added value, or added distraction? Game Design Chris Kernaghan Feb 26, 2024 — 3 min read