- How to Pick a Fighting Game Character
- What is Charmed Chains? (My New Card Game)
- Card Game Design as Systems Architecture
- Witcher 2 Review
- Mashing: Rote Memory vs System Mastery
- Tiers are for Queers
- How do you Set the MAXIMUM LIMIT? (For Health & such)
- How Magic’s Mana System Divides its Design Space
- The Hypothetical Worst Fighting Game
- What’s the Deal with Auto Combos?
- Tabletop Game Designers Know What’s Up
- SF6 is the Intro Game the Genre Needs
- Frame Data Patterns that Game Designers Should Know
- Blocking is Cool Actually
- Sekiro is not a Souls-like
- The AAA “Design Pillar” Methodology
- The Traveling Soulsman
- Emergent Gameplay in Fighting Games
- How Fighting Games can Retain Players
- Visualizing the Skill Curve
- Dunkey Gets Dunked On
- FPS Boss Fights Don’t Have to Suck Ft. Durandal
- Getting Over It With Bennet Foddy Review
- Mirror’s Edge Review
- Isomorphism & Asymmetry
- Designing AGAINST Speedrunners
- Designing for Speedrunners
- How Dark Souls Changed Combat
- Wonderful 101’s User Experience is a Nightmare
- Doom Eternal Review ft. S.G.S.
- Transitive (Efficiency Race) vs Non-Transitive (Rock Paper Scissors)
- You don’t know what Game Feel is, read the damn book please!
- Why the Hell Does Depth Matter?
- Are Fan Expectations More Important Than Quality? ft. Durandal
- Gamedevs Should Not (Exactly) Copy My Criteria to Make a Successful Game
- Play Western Games on the 2nd Hardest Difficulty
- Dead Cells Review
- A Critique of Doom Eternal’s Story
- Nuzzles: Not a Puzzle
- The Souls Story Formula
- What makes good combat?
- What the fuck is Paired Animation?
- Doom 2016 Review (Guest Post by Durandal)
- What is “Souls-Like”?
- The “Silver Bullet” Game Design Problem
- What should be in a review?
- Why FEAR 1 Is The Most Important Hitscan Shooter – ft. Durandal
- What’s the point of combos in fighting games?
- Guest Post: Durandal on DESYNC
- What does Agency mean in a Game?
- Cultivating Possibility Space
- Don’t Diss a Genre You Don’t/Refuse to Understand
- Riddles, Puzzles, and Games
- How to Make the Best Worst Action Game Ever
- How to Actually Change Someone’s Mind
- Learning a New Combo
- Reworking DMC’s Controls
- Most Innovative Recent Game
- Cool Airdashes (unlike Hollow Knight’s)
- “Fun,” The Deepest Buzzword?
- Speedgames Ruined by the Patch
- Running Away is Deep!
- The Barrier to Entry
- DBFZ Impressions
- Balancing Parries for Single Player
- How to Cater to Fighting Game Beginners
- Fighting Game Auto-Combos
- What Should be Prioritized in a Fighting Game?
- What’s a “Mechanic”?
- Beginner’s Traps
- Animation East vs West
- Weird Controls are Good for You
- Building a Boxer
- How to Perform Fighting Game Motions
- Building Deep Traversal Systems
- Emo Kid Special Moves (Self Harm)
- High Risk, Low Reward
- East Vs West
- The Problem with Console FPS
- Open World Travel Time
- What Makes a Good Speedgame?
- Bullet Bloom: An FPS Tragedy
- The Future of Video Game AI
- Kingdom Hearts 2 Revenge Value
- Good Enemy Placement
- Good FPS Map Design
- Mario Odyssey Review
- Critique of Super Smash Brothers Melee Review and Analysis
- (Lack of) Level Design in Stylish Action Games
- Making a Fair Doppelganger Fight
- Leveling the Playing Field for Unskilled Players
- The Pain of PC Fighting Games
- Cool Game-Related Anime
- What Type of Future Tech Could Make Better Games?
- Fighting on Pad vs Stick
- Is Difficulty in Games Exclusionary?
- Which Should be Faster? Players or Enemies?
- Is there a Point to Unfair Enemies?
- Would a Harder Zelda be as good as Dark Souls?
- Clicker Games & The Hedonic Treadmill
- Hollowing/Embering in Souls
- What are Option Selects?
- Favorite Nioh Bosses
- Using Advanced AI for Single Player Games
- Tabletop RPGs & Play Without Games
- Comparing Stylish Action Games
- Absolver Impressions
- First Impressions on Icons: Combat Arena
- Consistency of Skill in Fighting Games
- Can an Easy Game be a Good Game?
- Can Large Scale Games Foster Depth?
- What’s different about Fox and Falco’s shines?
- Critic Review Roundup: Mark of the Millenium
- How iFrames Augment Dodge Rolls
- Where Should You Look While Playing?
- Rebuilding Bam Ham Combat
- Thoughts on Pinball
- Conflicting Goals to Encourage Depth
- Contact Damage Enemies are Amazing
- Negative Feedback Makes Me Rage
- AM2R and Scumbag Nintendo
- Throws in Smash Bros
- What Makes a Character Annoying?
- Tekken 7 Overview
- Is Innovation Necessary?
- How to Read a Book: Reads in Competitive Games
- Hollow Knight Review
- Reviewing Mario Maker & User Generated Content
- Fake-out Attacks
- Smash Bros Move-Staling is Pointless
- RNG Fighting Game Moves
- Why Dark Souls 2 is Worst Dark Souls
- The Majesty of Dark Souls 3’s Backstab
- Enemies that Dodge and Block
- Making Effective Counter Moves
- Making BOTW Climbing more Dynamic
- What’s Jank?
- Depth Done Right
- Controlling Space with Boss Design
- The Morality of Emulation
- HBomberguy Defending Dark Souls 2
- Frametraps and Blockstrings
- Hitstop/Hitfreeze/Hitlag/Hitpause/Hitshit
- Communicating Through Design
- Tower Defense & Tactics vs Strategy
- Review All Games as if They’re New
- What RPGs do I consider good?
- (Non)Importance of Developer Intentions
- Halo 2 Review
- Thi4f Review
- Zelda: Breath of the Wild Review
- Souls on Speed
- Dark Souls 3 DLC Review
- Designing Open Worlds
- Comparing Old Games to New Games
- Megaman Prime
- Should All Games Allow Pausing?
- Balancing Team Games
- Designing for Multiple Enemies
- Deep Defense
- Games Before Their Time
- What’s cool about Backtracking?
- What I’d like to see out of DMC5
- What’s So Great About Zelda 1
- DESYNC Changelist
- Comeback Mechanics & Slippery Slopes
- My Skyrim Experience
- Super Moves in Fighting Games
- Why does Bed of Chaos suck?
- Ability Progression for Dummies
- Designing Stealth Enemies
- Multiple Enemy Fights are Fair
- Designing Secrets that Stay Hidden
- How Immersive Details can Inspire Mechanics
- Nier Automata Review
- PlayStation All-Stars & Building a Good Smash Clone
- How Come Melee’s Still Kicking?
- The Morality of Platform Exclusives
- Stealth & Spotting
- How Often Should you Replay?
- Awkward Control Styles
- A Random Encounter Approaches!
- ARMS Preview Thoughts
- Playing with Space
- May You Have An Interesting Death
- For Honor and Souls-style Multiplayer
- Nioh Post-Release Thoughts & Review
- Nioh’s Ki Pulse and Stances
- The Value of Nostalgia
- What Makes a Dynamic Platformer?
- Balancing FGs & SFV Season 2
- Boss Design & Doing a Lot with a Little
- Shark Shoals: Prepare to Dive
- We’ve Gotta Murder Quake: Arena
- Gunvolt Impressions
- Movie-Fueled Game Design
- Improving Unwinnable Boss Fights
- Piracy
- Building More Complex Beat Em Up Moves
- Marth Guide
- What can we call Not-Games Software?
- Fire Emblem Everything
- Breath of the Wild Preview Combat Critique
- When to Use a Guide
- The Strategy in Edgehogging
- What’s a Game II: Second Impact
- Ideas for Unconventional Games
- How is Ammo Different from Cooldowns?
- How does Mirror’s Edge Stand Out?
- What’s Wrong With “Fail States”?
- Stealth Game Informational Warfare
- Deep Mind on Starcraft 2: Competitive AI in Real-Time
- The Importance of Rock Paper Scissors
- Book Review: Game Mechanics: Advanced Game Design by Joris Dormans
- Real-Time Pause Menus
- Improving Beat Em Up AI
- Mass Effect Combat Review
- Why Controllers Suck at FPS Games
- Audio Cues in Action Games
- Marth’s Throw Followups
- Stealth Game Distraction Tools
- Halo 1’s Unique Success at the 2 Weapon Limit
- Cultivating Creativity in Game Concepts
- Best Animations I’ve Ever Seen
- The Fine Line Between Depth and Approachability
- The Effect of The Meta on a Game
- How to Talk About the Feel of a Game’s Controls
- Favorite Stylish Speedruns
- The Line Between Content and Depth
- The Next Souls Game
- How do I Determine if a Game is Good or Bad?
- Why does Execution matter?
- Can a Game be Good Without Anything Extraordinary?
- Why I’m not Fond of Smash 4
- Game Addiction
- Visited by RNGesus
- Most Insane Challenge Runs
- Nier Automata Demo Review
- Other Good Game Critics
- Single Player Game Balance
- Making A Good Video Game Secret
- What Would An FPS Game by Platinum Look Like?
- Dynamic Difficulty
- Making Team Shooter Healers Interesting
- Is CS:GO good?
- Simple Actions with a lot of Depth
- Drawing the Line on Trial and Error
- How to Improve at Mind Games
- Don’t Get Mad, Get Good.
- Should Games Just Abandon Storytelling?
- Axiom Verge Boss Review
- How should we form values to judge games by?
- What do you think of weak points?
- What do you think of escort missions?
- What do you think of checkpoints?
- Favorite Speedruns Part 3
- Favorite Speedruns Part 2
- Favorite Speedruns Part 1
- Puzzles vs Games
- Metroid AM2R
- The Line between Complexity and Accessibility
- Understanding Framedata: Combos, Traps, and Turns
- Ranking Zelda Games
- Weapon Imba & Breakable Powerups
- Feeling of Speed
- Gitting Gud with Scrub Tier Characters
- High Tier Abuse
- Twilight Princess Boss Review
- Critiquing Control Schemes
- The Educational Value of Games
- Are High Execution Top Tiers Fair?
- Is Street Fighter Made Obsolete by Smash?
- Dishonored vs Thief
- Intricacies of Pac-Man
- GAME OVER YEAAAAAAAH!
- Halo: Combat Evolved Review
- Hand-Holding
- Games with Conveyance Issues & Intentional Lack of Affordance
- Issues/Joys of Parrying
- Dark Souls for a Wider Audience
- Ys Franchise Overview
- Bloodstained E3 Demo Review
- What makes an enemy well designed?
- Stealth Without Guns
- Games Ruined by Bad Balance
- Nerfing Fox
- Project M Intro & Overview
- Fighting Games are Too Hard?!
- Pacing and Games
- Majora’s Mask Boss Review
- Intro to King of Fighters
- God Hand Dodging
- Stealth Beat ‘Em Up Pitch
- Forcing Permadeath in Tactics Games
- Minecraft Overview
- God Hand and Conveyance
- My Standard of Quality for Games
- Micropositioning: Another Source of Depth
- Skyward Sword Boss Review
- Changes to Fix Melee Weirdness
- Interaction: The Key to Depth?
- 4 Criteria for Depth
- Co-op Game Thoughts
- Input Movement Metaphors (QCF and More)
- Competitive Games Without Patches
- People Aren’t Random
- Bullet Sponges
- Air Gear Game Design Ideas
- Infinite Continues & Checkpoints in General
- Is it possible to add depth to grinding?
- Stage Hazards
- Fitting Fighting Game Mechanics into a Shooter?
- Intro to Megaman
- Favorite Glitches and Advanced Techniques
- Fighting Game Alignment Chart
- Every Great Alien Fight in Half-Life
- Metal Gear Souls
- Ranking the Soulsborne Games
- How I’d Design a Horror Game
- Good Ideas from Bad Games
- TF2 Remarks and Ideas for Improvement
- Wordless Tutorials are Overrated
- The Merits of MGS
- Novacanoo Jak 1 Reply
- Information Denial: Pros and Cons
- The Evils of Focus Testing
- Novacanoo Crash Bandicoot Reply
- Thief 3: Deadly Shadows Review
- What Should be in a Review?
- Frame Trainer Tool & How Long Are Frames?
- The Cooldown Effect
- Thiefer’s Edge
- Stunning Detail: Hitstun in Depth
- Favorite Difficulty Modes
- Definitions: Fairness and Challenge
- Games for Learning about Depth
- Hitscan Solutions and Drawbacks
- Can puzzles have depth?
- Best Souls Healing System
- DMC4 vs Ninja Gaiden2
- Mind Games via Mirror Neurons
- Definitions: What’s a Game State?
- Parkour Thief Concept
- Designing Games for Teamwork
- Arcade Design in the Modern Era
- Glitches and Intentionality
- Hitscan versus Projectile weapons
- Ori: Definitive Edition
- Castlevania 3 Level Design Counter-Analysis
- Why’s everything an RPG these days?
- How would you make a morality/character alignment system?
- Counter Picking
- The Secret Behind Platinum’s Quality?
- Wii U
- Making Turn Based Battles Actually Fun
- Smash Bros Melee Beginner’s Guide
- Upgrading Health and Damage
- Morality Systems
- Beginner Fighting Games
- My Influences
- Should We Innovate Controllers?
- Portal Review
- Dr Jekyll and Mr Hyde (NES)
- Katamari Damacy: The Greatest Collectathon
- Why am I an Asshole?
- Control Scheme Critique
- SUPERHOT
- Is Vidya Sports?
- Getting Unstuck in Fighting Games
- Depth for the Sake of Depth
- Precision in VR/AR
- Dark Souls 3 Review & Roundup
- Extra Credits: Too much “Game” in Game Design?
- FFXV Demo Review
- Most Unique Fighting Game Characters
- Bloodborne 2 Ideas
- Vanquish better without regen health?
- Xrd thoughts
- What’s 3D Castlevania look like?
- Rouge-like Elements
- Survival Horror Tank Controls
- Game Design Book Recommendations
- Rhythm Games and Execution Skill Only
- Game Maker’s Toolkit Review
- Joseph Anderson on Dark Souls
- Gameplay is Meaningless?
- Stat Gain without the Lame
- For Honor: Combat Trailer Analysis
- What’s Deep as a Fighting Game?
- Ratchet and Clank Review
- Bayonetta is a Bitch (to learn)
- Option Selects are Kinda Lame
- Abstract on Tradeoffs
- Ys Origin Overview
- Comparing Zelda to Souls
- Games that are harder than Dark Souls
- A Link Between Worlds Review
- SFV Roundup
- Extra Credits Done Quick
- Nier Notes (Review)
- Punch-Out
- Shmup Design
- Advice for Smash Players Picking up 2d Fighters
- 2D vs 3D Precision
- Vampire the Masquerade Bloodlines Overview
- Critpoints Glossary
- MTM: Evo Moment #37
- MTM: Rapha vs Cooller
- Hotline Miami Review
- MTM: Tribes – Inheritance
- MTM: Gunz – Legendkiller 2
- MTM: MGS3 Christmas in April
- MTM: F-Zero GX
- MTM: Wombo Combo
- MTM: Half-Life – The Gauss Cannon
- MTM: Smash Bros – DI, Techs, and Meteor Cancels
- MTM: Brea Trickster Style
- MTM: Phoon: Too Much for Z-Block
- MTM: MW3: Extreme Snipes Montage MLG Noscopes
- MTM: On Cancels
- What Ruined First Person Shooters? – Iron Sights
- What Ruined FPS Games? – Regenerating Health
- Making Fighting Games Accessible
- Favorite Footsies & Worst FG trend
- Improving Vanquish
- God Hand’s Best Aspects
- Good Use of Random Numbers
- We Shall Wake Critique
- The Weakness of Adventure Games
- Making Good Horror
- Comeback Factors
- Kingdom Come: Deliverance Combat Review
- Elemental Weaknesses
- Gunz 1 to 2
- First Person Fraud
- Critique of Dark Souls Critique
- The Witness Overview
- Punch-Out & AI Scripts
- Less Dexteritous Smash Bros
- Random Encounters
- 2D vs 3D Precision
- Rectagonal Hitboxes
- Depth and Meaningful Complexity
- Killer Instinct Combo Assist Mode
- Games with Neat Visual Styles
- How Could a TMNT Game Play?
- Making Great Mobility Systems
- Can You Make a Game Too Hard?
- Psychonauts Overview
- Shadow of the Colossus and Ico
- Slow & Great Stealth Games
- The Joy of Souls Combat
- Vampire the Masquerade Bloodlines Overview
- Favorite WRPG
- Super Meat Boy Overview
- Just Cause 2 Overview
- Worst Rival Battle: Dark Link
- Open World Design
- Skullgirls Overview
- Designing Games for Kids
- MGS3 European Extreme Difficulty
- Extra Credits on Difficulty
- Game Soup’s RNG Vid
- Deus Ex: HR Overview
- Ori and the Blind Forest Overview
- How I’d Make an RPG
- Beyond Good and Evil Overview
- Mark of the Ninja Overview
- Adaptive Difficulty in Resident Evil 4
- Importance of Instructions
- Criticizing Critics
- Dark Souls: Those Silver Knight Archers
- The Smash Bros Movement System
- NES Hard games and the Role of Difficulty in Games
- Footsies in Melee
- Undertale Overview
- NES Hard
- 2D vs 3D, what the mediums are “about”
- Execution in PM vs Melee
- Disliking Good Games
- Best Way to Present Game Tutorials
- What would you consider to be the absolute greatest aspects of melee’s gameplay?
- Pokemon Overview
- MGSV
- The Incompetence of Western Boss Fights
- 60FPS, Necessary for Action Platformers?
- How a Simplified Input Game can be Interesting Too
- Classicvania Overview
- Chivalry Overview
- Difference in the Press of a Button
- Appreciation for Pure Aesthetic
- Learning to Think Critically in Art
- Extra Credits is bad
- Skyward Sword Overview
- How would you make a Zelda game?
- Brief Vanquish & Shadow of the Colossus Overview
- Adjusting Difficulty Curves for Nonlinearity
- Super Bunnyhop’s not that bad
- Smash Bros as an Accident and a Spectator Sport
- Favorite Game Stories
- Ultimate Technique in Ninja Gaiden
- Disappointment in Critical Distance
- Mario Galaxy relative to Sunshine/64
- High Execution in Fighting Games
- Extra Credits on Fighting Games
- The 10/10 game rating scale
- Making a Horror Stealth Action Game
- Is Depth not Enough if it’s not Stressed?
- DMC4: SE Vergil Criticism
- Approaches to Fighting Game Balance
- Getting into Speedrunning
- DMC3 vs DMC4
- Tetris, the Perfect Game?
- The Purpose of Long Combos
- Fun Genre Combinations
- Open World Combat (and Witcher 3)
- Swapping out Aesthetic Themes
- Are there any games that you have changed your opinion on over time?
- Dynamic Difficulty systems
- Sidequest design
- What is(n’t) Emergence?
- Analog Variables versus Discrete Ones
- Automatic L-Cancel & 1-Button Wavedash
- The Appeal of Post-SOTN Castlevania
- Creative potential, will we run out of game ideas? & 2D vs 3D
- How should developers handle balancing in fighting games?
- BAM HAM CITY
- Deus Ex vs DXHR
- Glitches and Features, Patching the Unsolvable
- Property destruction and contracts of consent.
- Good glitches and Piqued Interest
- DNSQ
- Difference between Smash and Trad Fighters
- Axiom Verge, no depth?
- Any companies that you wish to see improve?
- Do you think the souls games would be better if they weren’t rpgs?
- Were you a scrub in a past life?
- I don’t get the appeal of post symphony of the night castlevania
- Lock-On Styles in Action Games
- Crafting Mechanics and Bosses
- Deus Ex or DXHR? I’ve hardly ever seen you mention the original
- Why shouldn’t Hitboxes match perfectly?
- Are Souls games Metroidvania?
- Why is Dante such a lame fight in DMC4?
- Berserk
- Yandere Sim
- What do you think of off-screen attacks?
- What are the problems majority of MMOs have and how could you fix them?
- Taking Apart Stealth
- 5 Games, 5 Jumps
- What is Art? Why are Games Art?
- Grind and How to Eliminate It
- RNG, How it Can Hurt, How it Can Help
- Relationships and Dimensionality
- Competitive Games: RPS and Efficiency Races
- Fun Movement Systems
- Dishonored Review
- Randomized Horror
- Glitches augment games
- Vanquish weapon analysis
- Interesting Choices versus Optimal Choices
- Kinaesthetics/Game Feel
- Do Reboots Make Sense For Games?
- Stop trying to make your game an esport
- Phases of Level Design
- Stealth Game Spotting Deconstruction
- Dishonored Wishlist
- “High Level” versus “Low Level” Mechanics
- Treatise on Commitment in Action Games
- Physical Information and Counterplay
- A Basic Introduction to Depth
- Frame Windows and How to Input
- Street Fighting for Beginners
- What Fighting Games should Beginners play?
- What are games?
- Fighting Game Accessibility
- Control Schemes
- Spatial dynamics for 2d & 3d games
- Life Systems
- Easiness vs Depth
- Issue with Save States
- Comeback Mechanics
- The Nature of Smash Combos
- Why do you dislike Chain Combos?
- Full 3d Fighters
- How do you feel about Nero in DMC4 in terms of playstyle?
- Smash 4 Deserves Respect
- Regarding Unlocks
- Making Good QTEs
- Do you think AI can be more difficult than a human opponent?
- Depth and Balance in Luigi U
- What’s your ideal game? Like if you were to make one what would you personally put and make sure is in there?
- What makes the Souls series so appealing to you compare to other action RPGs?
- On Game Reviews/Critique
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