

Related Articles
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 […]
Final Fantasy XVI: The Five Rings.
This article is a response to the overall response I’ve seen to final fantasy 16’s approach to combat. I’ll be addressing the rings that assist you, as well as the decision vs action and story mode. I’ll also express my opinion of difficulty in action games and when they do become inaccessible. Five Rings that […]
Older Is Better, But It’s Still Old
Cube World, Pt. 3 Older isn’t always better, but there’s definitely areas in which it is. For example, I am definitely not a fan of the direction UIs went, and it’s not just necessarily being old and curmudgeonly: there was a systemic organization of most of the functions associated with any given program, that generally, […]