I have a friend who likes to frequently remind me that part of the charm with the older Armored Core games is their absolute clunk. In modern video games, we usually have a lot of jank – but clunk? Clunk is usually filtered out pretty quickly anymore because clunk absolutely sucks. We just don’t remind […]
Tag: game design
Final Fantasy 16 Review after 150+ hours.
This review is written from the perspective of someone who values the combat system the most. So I will be focusing mostly on the combat throughout this review however I will also mention a few thing about the world and story. Mainly though the combat is going to be front and center in this review […]
Game Design Discussion: Shortstop
Alright, let’s get this party started with some observations regarding Shortstop: Shortstop is an abstract layer of tech that is present in most action games that have an auto-ranging rush attack. We should probably quickly summarize these things so everyone’s on the same page: a rush attack is a gap closing attack, the best example […]
DMC 3 Stylish Mechanics 04: Devil May Cry 3 Launchers
Launchers are one of the core elements of Devil May Cry and in general an integral aspect when it comes to aerial combat. How’re you going to get the enemy into the air? What about getting yourself there? Because there’s a lot of launchers in the series and in later games some get a little […]



