Skip to content
  • About & Best Posts
  • Glossary
  • Archive

Celia Alexis Wagar's CritPoints

Critical Critique straight to the HP

Protected: HBomberguy Defending Dark Souls 2

May 21, 2017April 11, 2022Celia Wagar

This content is password protected. To view it please enter your password below:

Related

Critic Critique, SoulsBorne
Previous Article Frametraps and Blockstrings
Next Article The Morality of Emulation

Welcome to Celia Wagar’s Game Design Theory blog. Please check About and Best Posts if you’re new.

Ask Me Anything: https://curiouscat.me/Evilagram
Twitter: @Evilagram
Support my Patreon: https://www.patreon.com/critpoints
Mastodon


We have a really active Discord with civil in-depth discussion of games, plus a lot of silliness on the side, come join in: https://discord.gg/EfPY4r9

Categories

  • Critic Critique
  • Depth
  • Design Ideas
  • Design Principles
  • Fighting Games
  • Game Commentary
  • Games Ontology
  • Guest Posts
  • Immersion
  • Industry
  • Level Design
  • Mechanic Analysis
  • More Than Mashing
  • Other
  • Review Standards
  • Reviews/Overviews
  • Smash
  • SoulsBorne
  • Speedrunning
  • Story
  • Tutorials
  • Uncategorized

Recent Comments

Santana on Blocking is Cool Actually
Bernard Crosby on Lock-On Styles in Action …
Marfan on Blocking is Cool Actually
Celia Wagar on Blocking is Cool Actually
Marfan on Blocking is Cool Actually

Recent Posts

  • Blocking is Cool Actually February 1, 2023
  • Sekiro is not a Souls-like April 20, 2022
  • The AAA “Design Pillar” Methodology March 22, 2022
  • The Traveling Soulsman March 12, 2022
  • Emergent Gameplay in Fighting Games March 6, 2022
  • How Fighting Games can Retain Players May 7, 2021
  • Visualizing the Skill Curve March 19, 2021
  • Dunkey Gets Dunked On February 21, 2021
  • FPS Boss Fights Don’t Have to Suck Ft. Durandal January 27, 2021
  • Getting Over It With Bennet Foddy Review December 13, 2020
  • Mirror’s Edge Review October 31, 2020
  • Isomorphism & Asymmetry September 24, 2020
  • Designing AGAINST Speedrunners September 18, 2020
  • Designing for Speedrunners September 16, 2020
  • How Dark Souls Changed Combat September 12, 2020
  • Wonderful 101’s User Experience is a Nightmare June 22, 2020
  • Doom Eternal Review ft. S.G.S. June 8, 2020
  • Transitive (Efficiency Race) vs Non-Transitive (Rock Paper Scissors) June 1, 2020
  • You don’t know what Game Feel is, read the damn book please! May 23, 2020
  • Why the Hell Does Depth Matter? May 23, 2020
  • Are Fan Expectations More Important Than Quality? ft. Durandal May 23, 2020
  • Gamedevs Should Not (Exactly) Copy My Criteria to Make a Successful Game May 22, 2020
  • Play Western Games on the 2nd Hardest Difficulty May 15, 2020
  • Dead Cells Review April 30, 2020
  • A Critique of Doom Eternal’s Story April 19, 2020
  • Nuzzles: Not a Puzzle April 15, 2020
  • The Souls Story Formula April 14, 2020
  • What makes good combat? March 29, 2020
  • What the fuck is Paired Animation? March 24, 2020
  • Doom 2016 Review (Guest Post by Durandal) March 15, 2020
  • What is “Souls-Like”? March 11, 2020
  • The “Silver Bullet” Game Design Problem February 12, 2020
  • What should be in a review? January 24, 2020
  • Why FEAR 1 Is The Most Important Hitscan Shooter – ft. Durandal November 20, 2019
  • What’s the point of combos in fighting games? November 11, 2019
  • Guest Post: Durandal on DESYNC May 7, 2019
  • What does Agency mean in a Game? May 4, 2019
  • Cultivating Possibility Space May 3, 2019
  • Don’t Diss a Genre You Don’t/Refuse to Understand February 16, 2019
  • Riddles, Puzzles, and Games February 13, 2019
  • How to Make the Best Worst Action Game Ever October 22, 2018
  • How to Actually Change Someone’s Mind September 16, 2018
  • Learning a New Combo September 16, 2018
  • Reworking DMC’s Controls July 9, 2018
  • Most Innovative Recent Game April 1, 2018
  • Cool Airdashes (unlike Hollow Knight’s) March 31, 2018
  • “Fun,” The Deepest Buzzword? March 29, 2018
  • Speedgames Ruined by the Patch March 27, 2018
  • Running Away is Deep! March 25, 2018
  • The Barrier to Entry March 23, 2018

Top Posts & Pages

  • Blocking is Cool Actually
  • How to Perform Fighting Game Motions
  • Good FPS Map Design
  • Lock-On Styles in Action Games
  • Animation East vs West
  • Footsies in Melee
  • The AAA "Design Pillar" Methodology
  • About & Best Posts
  • Designing for Speedrunners
  • Comparing Zelda to Souls
Blog at WordPress.com.
  • Follow Following
    • Celia Alexis Wagar's CritPoints
    • Join 48 other followers
    • Already have a WordPress.com account? Log in now.
    • Celia Alexis Wagar's CritPoints
    • Customize
    • Follow Following
    • Sign up
    • Log in
    • Copy shortlink
    • Report this content
    • View post in Reader
    • Manage subscriptions
    • Collapse this bar