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I started playing Sherlock Holmes Crimes and Punishments and thought about writing a game analysis, but after a few hours of gameplay I thought it would be more interesting if I used my observations around this game as a thread for a sort of case study on the topic of the detective/investigative game genre. In […]
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Spoiler alert: This review contains massive spoilers, and comments on the game design of The Legend of Zelda Breath of the Wild (from now, TLOZBOTW). If you don’t want the story of the game to be spoiled, or your genuine experience playing the game to be adulterated with analysis and rationalization, stop reading now. But […]
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In this article I examine from an analytical perspective, how ambiguity plays an important role in the game experience and success behind one of the best narrative driven games of the last times: Return of the Obra Dinn.
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Here´s an ode to cooking in quarantine times.
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I think in general, when we’re engaging in an activity, it’s easy to identify what engages us and what doesn’t, but are we equally aware of how do those desires form exactly? What types of motivations are there? How can we leverage them? And what are the implications of each of them? In an attempt […]
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With so many bad news going on in the world recently, it was difficult to get a positive balance out of the year 2020 when I tried to think about approaches for this article. But then it struck me that next year, 2021, it’s actually the 10th year anniversary of my jump into the mobile […]
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I’ve recently been interested in the way branching (or not so branching) choices can be applied not to plot, but to define context and tone in interactive experiences. Here’s a tiny little experiment I made with Twine>> http://nadiaorenes.es/in-crescendo.html I’d like to keep on exploring how to use, as a way to engage players, resonance and emotional […]
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Another year coming to an end, and my contribution to the universal pool of knowledge is just another list with games I played during the year, together with some comments where I explain what I found remarkable from a design point of view. Although some of them just came fresh out of the oven in […]
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Antichamber is a first person view puzzle platform game that was released in 2013 by Alexander Bruce. There are quite some things that turn this game into an elegant work of game design, but I’d like to focus on how the game mechanics are wrapped up with thematic sense allowing for a memorable experience.
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I was recently lucky enough to come across a hidden gem in narrative driven puzzle games called Sexy Brutale. Here’s a small teaser: The game, developed by Cavalier Games in collaboration with Tequila Works, delights with its cheeky art style, polished UX, and a very peculiar atmosphere and sense of humor. However, it’s the narrative implementation […]