Chris' Survival Horror Quest Long Walk Short Pier
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This is the Features page, the spot for my posting my ramblings on survival horror, game design, and what ever else I feel like posting. If you feel like writing a feature, please contact me.


Horror Ramblings

2011
Recursive Unlocking: Analyzing Resident Evil's Map Design with Data Visualization
An analysis of the map design in Resident Evil 1 based on a visual rendering of a traversal through the game.

2008
Hellnight Walkthrough
Rob Potter's detailed walkthrough and annotated maps for Hellnight, aka Dark Messiah.

2007
The Changing Utility of the Otherworld in the Silent Hill Series
I take a look at how the Otherworld is used to create different effects in the Silent Hill series.
When Pundits Attack: Game Sales vs Game Quality
Does quality matter to sales for video games? I researched 1300 PS2 games to find the answer.
The Prehistory of Survival Horror
I examine four games that were instrumental in creating the modern Survival Horror genre.

2006
Chris' Guide to Understanding Japanese Horror
An in-depth look at Japanese horror from a cultural perspective.

2005
16bitman's Guide to Obscure Games
16bitman explains how to find, import, and play obscure import games, and reviews his favorite games that never made it to North America.
Designing Characters to Be Scared For
I argue that character design is the single most important element to creating a scary video game.

2003
In Depth Review: Seikima II (NES)
The most insane game ever? Horror, though possibly not by design.
In Depth Review: D2 (Dreamcast)
Far more than you want to know about this game. Trust me, you don't care.

E3 Reports

2006
Chris' E3 2006 Impressions
Nintendo shows the other kids how games should be made.

2005
Chris' E3 2005 Impressions
"Next Generation" isn't how you spell "innovation."

2004
Chris' Post-E3 2004 Impressions
The expo was packed with excellent graphics and limited innovation.

2003
Chris' E3 2003 Report
There were some damn cool looking games that year. I talk about them.

Interface Series

Interface is an online academic journal created to study the effects of technology and the internet on culture. I wrote a series of articles about the game industry (most of them are not horror related), which you can find below. Note that the target audience for these articles is people who are generally unfamiliar with video games, and so some of them may seem to state the obvious.

2007
Game Design for Managers
I discuss resource management as a fundamental mechanic in video games.
The Independent Army
Video game programmers are often cut from the same cloth.
No Status Quo for Nintendo
Why the Wii makes some developers uncomfortable, and why that's a good thing.

2006
Snap, Crackle, Crunch Time
Crunch is a systemic problem in the game industry.
Painting into the Corner of the Conventional
I discuss why market forces make innovation a financial risk.
Defining Challenge
Can we define groups of games based on the type of challenge they provide?

2005
Shadow of a Doubt
Can games be art? Sony's new platformer says "yes."
The Great Internet Quandary
How I learned to stop worrying and love the blog.
Deceiving Intelligence
AI in games is designed to be fun, not smart.
Humorous Diatribe Aimed At Disenfranchised Romantics 25 And Up
A rant about how the game industry, like Hollywood, produces content for an audience that represents the lowest common denominator.
The Problem With Reality
If games are supposed to be an escape, why is realism important?
Culture-Conscious Nightmares
I examine the differences between American and Japanese horror.
The Role of Culture in Video Game Characters
A discussion of the differences between character designs from Japan and those prevalent in the US.

2004
Balancing Game Mechanics and Narrative
A discussion of the dilemmas game designers face when they attempt to integrate mechanical challenges with narrative.
Horror as a Catalyst for Change
I argue that the horror genre is a model for the future of video games.
Game Communities
I rant about how online games are flawed by their own users.

2003
The Evolution of Video Games
An overview of how games have changed in the last twenty years.