1.
Fullbright: Critique: Haunting Ground
We first see Fiona in Haunting Ground's attract screen movie, padding down a long, red corridor wrapped in a translucent bedsheet, ...
2.
Fullbright: 10.07
After a trial shot or two, I was actually rather good; games had taught me to line up the sights and adjust for recoil. ...
3.
Fullbright
Fullbright. The progress journal of one video game designer. 3.15.2009. Exclusive. The April 2009 issue of Game Informer magazine features the first big ...
4.
Fullbright: Plush
How cool would it be if you could upload your Mii to Nintendo, and they'd create a little plush version of its head as a keychain/cell phone dangly/cell ...
5.
Fullbright: Call to Arms Entry 06: Strange Land
So, the player may instead type Strange phrases directly into a parser using the keyboard (or 360 thumb board, depending on platform. ...
6.
Fullbright: Basics of effective FPS encounter design (via F.E.A.R. ...
The core experience of a good FPS such as F.E.A.R. is the dynamic conflict between the player and seemingly-intelligent, active enemies. ...
7.
Fullbright: Oblivion
I can't remember a quest I took on that wasn't a fedex. ... five- or ten-step quest involving questioning people around town, infiltrating a castle prison, ...
8.
Fullbright: Flattery
This scheme has become a template onto which other games can overlay their own fiction. All of the games noted above lift the Gears scheme either partially ...
9.
Fullbright: Yuletide
Raw Danger! - I was recently turned on to Raw Danger! by the GameSetWatch rundown of "2007's Top 5 Overlooked Games." I picked it up, I've been playing it, ...
10.
Fullbright: Noir
Games that take film noir as a cue shouldn't emulate the surface-- trench coats, cigarettes, femme fatales and old LA. Games should emulate the structural ...