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How Games Should—And Shouldn't—Be Designed (Deadly Premonition is the Game of the Year, Part 11)

Deadly Premonition Screenshot

I have been accused of being a chauvinist for the cause of Deadly Premonition—that my love for the game eclipses any ability to think critically about its flaws. I don't believe this is the case, and I'm happy to admit it that the game is loaded with flaws.

Interview with Frictional Games' Jens Nilsson, developer of Amnesia: The Dark Descent

Amnesia: The Dark Descent Screenshot

Amnesia: The Dark Descent is highly likely to be my 2010 game of the year, and is the proud recipient of only the second perfect 10 that I have given out. Jens Nilsson, one of the developers at Frictional Games, was kind enough to answer a few of my questions about Amnesia and the future of Frictional.

The Benefits of Virtual Carpooling! (Deadly Premonition is the Game of the Year, Part 10)

Deadly Premonition Screenshot

In the last article I skipped over yet another fascinating detail of the game's story, but not without cause. I've previously discussed just how voluminous the game's supplemental material is, and how it's profoundly worth it for the player to take the time to fully explore Greenvale—there's one problem with it, however. In order to see everything, the game absolutely must be played twice.

The Squirrel Detective (Deadly Premonition is the Game of the Year, Part 9)

Deadly Premonition Screenshot

I've already talked about some of the moments that captivated me during my first run through Deadly Premonition, now I'd like to cover the first moment that really made me question my initial assumption that I was playing a brilliant subversion of video game tropes—the last moment during which I doubted Deadly Premonition's intentions (if not its execution—there would be plenty of doubt left to come on that front).

Getting to Know You, Greenvale (Deadly Premonition is the Game of the Year, Part 8)

Deadly Premonition Screenshot

Information control is one of the most vital components of storytelling—deciding when and how your audience gets pieces of information can be almost as important as the details of the information itself. This is yet another place where Deadly Premonition breaks ranks with videogame convention. If the player is strictly following the storyline there's a proscribed time and place for York to meet all of the town's denizens. If, however, York and Zach decide that getting to the police station and starting the plot isn't a priority, then the the two of them are free to meet almost all of the game's characters at their own pace.

Interview with SWERY 65 (Hidetaka Suehiro), Director of Deadly Premonition

Deadly Premonition Screenshot

Whether you're a fan or not, the fact is that Deadly Premonition has made quite a splash, and eliciting such a response doesn't happen with just any title. Clearly, the director is onto something here, and the goal is to find out what. So, without further ado, here are twelve questions with SWERY 65.

The Horror Geek presents: New Splatterhouse trailer features lots of dismemberment

Namco Bandai's updating the classic horror-themed side-scroller Splatterhouse hits retailers later this week (the 26th, to be exact, and available on the Xbox 360 and PlayStation 3), and just in case you weren't up to speed on what the new version was going to be like, they've decided to release one more trailer.

GameCritics.com Podcast Episode 44: Amnesia, MGS Peace Walker, Alan Wake Redux, Halo: Reach

This week, it's some good old fashioned game talk. Amnesia The Dark Descent! Metal Gear Solid: Peace Walker! Alan Wake! Plus: Games are too buggy, Richard sings (twice), and stay tuned after the credits for some impromptu Halo: Reach chat. Featuring Chi Kong Lui, Brad Gallaway, Mike Bracken, Richard Naik, and Tim "Let's Grow a Beard Together" Spaeth.

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Amnesia: The Dark Descent Review

Paint the Man... Paint the Man...

Amnesia: The Dark Descent Screenshot

HIGH: Encountering a monster for the first time and being forced to run and hide.

LOW: Encountering a monster for the first time and being forced to run and hide.

WTF: Encountering a monster for the first time and being forced to run and hide.

Saw II: Flesh and Blood Review

I Want to Play a Game. A Professor Layton Game.

Saw 2: Flesh and Blood Screenshot

HIGH The opening sequence effectively captures the spirit of the films.

LOW Why am I killing people with Nailbats? This isn't Condemned 3.

WTF There is glass on the floor. The dead people have shoes. I can't take them because...?

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