Monthly Archives: January 2008

F-Zero X

The soundtrack may be abysmal, and the graphics incredibly outdated, but Nintendo’s F-Zero X on the N64 is still, in my mind, one of the greatest single-player racing experiences on any console. The reason? It’s just simple mathematics. Like a … Continue reading

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I need some help.

This month’s Escapist game is called Petrol Panic, and it’s not finished. The trouble is, designing board games is a difficult process, and designing good ones is even harder. For this month’s game to work, a number of variables, constants, … Continue reading

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Video games should be more like albums.

At least, that’s how we should perceive them. The comparison to films is tired and no longer relevant. Portal signals a break from long-and-laborious gameplay. Now, the solid gameplay experience should be likened to a well-composed music album. This isn’t … Continue reading

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Game design for Facebook is a very different beast.

Industry veteran Brenda Brathwaite has taken a keen interest in Facebook, and its role as a nascent platform for game development. Because of the social network built into the site, and the ability for any app to tap into that … Continue reading

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The new Sonic RPG: ridiculous name, ridiculously awesome artwork

It’s called Sonic Chronicles: The Dark Brotherhood. Yeah, I know, but check out the art style: Sonic’s never looked hotter. Image via Jeux France. Name via GayGamer.

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processingObjective.003: digital prototype

Create a functional digital prototype of a board game concept. Departing from the graphic-focused code of the previous two objectives, this objective will focus on text display and variables, in order to test and tweak possible mechanics of an upcoming … Continue reading

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