I’m Chris Wagar. I write about video games regularly and this is a dumping ground for the various writings I’ve produced. I’ve played and written about games for a long time, formerly writing for the now defunct, Gather Your Party. I program in Unreal Engine and have experience as an animator with a BFA from the School of Visual Arts in Animation. I currently work as an enterprise software engineer.
Most content here is reposts from my Ask.fm, recompiled with questions from askers marked in bold above my writing.
If you want examples of what I’m all about, and some of my best writing, read the following:
My favorite games are:
A Basic Introduction to Depth
Definitions: What’s a Game State?
My Standard of Quality for Games
4 Criteria for Depth
Games for Learning About Depth
Micropositioning: Another Source of Depth
Simple Actions with a lot of Depth
How Do I Determine if a Game is Good or Bad?
Depth Done Right
How should we form values to judge games by?
Critique of Critics
Reviews and Notes on games
Halo: Combat Evolved Review
Halo 2 Review
Thief 4 Review
Shadow of the Colossus and Ico
Nier Automata Demo Review
Nier Automata Review
Axiom Verge: No Depth?
Axiom Verge Boss Review
A Link Between Worlds Review
Skyward Sword Boss Review
Twilight Princess Boss Review
Legend of Zelda Breath of the Wild Review
Hollow Knight Review
Mario Odyssey Review
Immersion is Fake and a Menace!
People Aren’t Random
Mind Games vis Mirror Neurons
Street Fighting For Beginners
Smash Bros Melee Beginners Guide
Stealth Games: Informational Warfare
What Makes a Dynamic Platformer?
Review All Games As If They’re New
What Should be in a Game Review?
On Game Reviews/Critique
Analyzing Art Objectively
How to Git Gud at Understanding Games
The Issues/Joys of Parrying
Changes to Fix Melee Weirdness
Hitstun in Stunning Detail
5 Games 5 Jumps
Taking Apart Stealth
Stealth Game Distraction Tools
Making Turn Based Battles Actually Fun
The Joy of Souls Combat
Throws in Smash Bros
The Majesty of Dark Souls 3’s Backstab
How iFrames Augment Dodge Rolls
Understanding Framedata: Combos, Traps, and Turns