Archive: October 2012

Or at least, it raises further questions. Now I have to question everything I’ve ever believed about the entire history of the Mushroom Kingdom.

I reviewed Assassin’s Creed: Liberation today. I think we can safely consider it the natural follow-through on the Assassin’s Creed review I wrote back at the beginning of 2008. You can trace a line from one to the other and see the things that Ubisoft has endeavored to repair about the original, highly flawed game, [...]

Did I mention that I’ve been running a Tumblr account for 1UP? And it’s pretty cool? Because I am, and it is. So you should follow it, probably.

“We are getting very near what is known as the end, if you see what I mean.” I refuted the surprisingly popular theorizing that Zelda’s levels are scrambled and run out of intended proper sequence in my write-up of Level-7, because it actually does feel like a logical follow-up to dungeons 5 and -6. But [...]

As this series of long-dated observations about The Legend of Zelda nears its conclusion, it’s time to circle back around to the very first post on the topic and look at the overworld design again. Zelda admirably points players in the right direction from the very beginning and “teaches” you how to play as you [...]

Remember when I was writing about Star Trek: Enterprise? And then I started to feel worn out and decided to watch Farscape instead? And then my season two second disc wouldn’t work, so I said “Screw it,” and watched Lost again. And then I watched Golgo-13. Anyway, I’m out of stuff to watch, so it’s [...]

Working Designs seems to be largely remembered as a “has been” company that couldn’t keep up with the changing tastes of the videogame market, but in the early days of CD-ROM gaming they provided a valuable service—translating and releasing quality titles in the U.S. that otherwise would have stayed in their native Japan. Their best [...]