Dead Space 2

I have finally finished another horror game and written a review. This time it’s Dead Space 2, which I quite enjoyed. You can read the review, which turned out a bit longer than I had anticipated. I’ve been itching to write about horror games for months (not to mention the horror conference I attended back […]

Sweet Home on Destructoid

Destructoid has an extremely through write-up of Sweet Home, the best I’ve seen. It’s also the most information you can find about this game in English, as far as I can tell. If you are interested in the history of the Resident Evil series, or want to see how horror games on the NES work, […]

Biometric Analysis of Horror Games

Gamasutra is running the most complete biometrics study of horror games that I’ve seen. It’s fascinating research, and the end page of conclusions is particularly useful for the horror game designer. Most interestingly to me, the study finds key differences between how “core” gamers and “casual” gamers are scared. Core games see through scripted sequences […]

Corpse Party

Hey, remember I wrote about Corpse Party last year? Turns out it’s actually coming to the US in English. It’s a pretty well-done game, at least based on the first couple of hours that I played. Don’t let the top-down JRPG interface fool you, there’s some pretty high-tension scenes here. That said, the whole thing […]

Playing PC Games is Hard

One of the most contentious aspects of this site is my decision not to include PC games in the Quest. This decision is not borne of some hate for the PC as a game machine, as some have supposed. Nor does it stem from some imagined key difference between PC horror and console horror. You […]

Recursive Unlocking, Now in Korean

I got a lot of positive feedback about my article on the recursive structure of Resident Evil’s map design, but the highest praise comes from a user named 9L, who translated my entire feature into Korean. I can’t read Korean (maybe some day), but I assume that translating a long text about game design and […]

Catherine

I finally finished Catherine last week after about three months of trying. It’s a hard, hard game, easily the hardest game I’ve played for the Quest. It’s harder than Siren. The hardest parts of Devil May Cry are on par with the hardest parts of Catherine, but Catherine has a lot more parts like that. […]

Well Played 3.0: Siren

You might have heard of Well Played before. It’s CMU’s series of books on game design, authored by a wide range of critics, journalists, and armchair game anthropologists like myself. The third book in the series, Well Played 3.0, is now out, and I’m happy to report that it contains an article I wrote about […]

Nanashi no Geemu: Me

I finally finished Nanashi no Geemu: Me, the sequel to the original Nameless Game, a series which sets the standard for horror on handheld platforms. This sequel gets a lot of things right–my main complaint with the first game was a general lack of gameplay, and that has been mostly addressed in Me. But some […]

Data Mining Resident Evil

For the first time in four years I’ve written a new feature for this site. This one is called Recursive Unlocking: Analyzing Resident Evil’s Map Design with Data Visualization, and it’s about analyzing the layout of Resident Evil‘s map in order to understand better how it was designed. This analysis is based on a data […]