My name is Eric, and I work for inXile Entertainment doing production, game design, support, QA, and community management. I'm a life-long gamer with a huge interest in RPGs, shooters, and more. Most recently I've been working on Wasteland 2 Director's Cut, Torment: Tides of Numenera, and The Bard's Tale IV.
Deadlight is a throwback to 25-year-old platformers. In this article I examine why it doesn't quite stack up to the genre's classics.
BioShock Infinite has produced volumes of discussion, but how does it actually stand up as a real story?
Although BioShock Infinite is a visual masterwork, mechanically speaking it represents a major step back from previous games. In this piece I discuss how the game's biggest component - combat - has been made far less entertaining than past games.
A long-winded, pointlessly analytic rant about the "plot" and "writing" of a game I hate. Enjoy!
Hitman: Absolution is a departure from past games in the series, but the changes to its scoring system had the biggest impact on how I played, and how much I enjoyed it.
My thoughts on the brand-new PlayStation 4 announcement.
[Blog - 09/28/2015 - 01:25]
I think the idea of ...
I think the idea of behavior analysis in games is pretty interesting. When working with systems it 's relatively easy to design things which are static, trees and data sets the player will go through in a more or less sequential order. Adapting the system 's balance or rules in ...
[Blog - 09/25/2015 - 12:31]
I understand your point, but ...
I understand your point, but key resellers very often do not obtain keys legally. This article deals mostly with the practice of buying up huge quantities of keys that go on sale before selling them again at a higher price. However, there 's plenty of other ways game keys can ...
[News - 09/14/2015 - 01:59]
[News - 09/11/2015 - 04:54]
No project that requires monetary ...
No project that requires monetary resources to make happen is simple. A board game may have fixed costs but those costs can change for any variety of real-world reasons, ones which are often unforeseen. r n r nExperience of the project creator is so important for that reason. It 's ...
[Blog - 09/10/2015 - 02:20]
[Blog - 09/11/2015 - 03:57]
Good notes r n r ...
Good notes r n r nOne thing to also think about is cultural context. In a game that has a lot of very specific dialog or text, often culturally sensitive or referential, localization teams may not have the correct frame of reference to understand them, or to do localization that ...