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Organization XIII: How bosses should be made

Kingdom Hearts II is a really messed up game. It's got awful pacing, the grievous re-usage of almost all the content from the first game, and a narrative so incomprehensible it makes the Star Wars prequels look logical. Still, I'll be damned if I've ever seen a better JRPG combat system. It's like my good friend Tim Spaeth's irrational love of Too Human's combat, except mine is totally rational and sensible. The one area where Kingdom Hearts II really succeeded for me was with it's bosses, which I've mentioned before. It's got all shapes and sizes of boss, and it does them all extremely well.

Richard's Obligatory Top 10 List

Amnesia: The Dark Descent Screenshot

I hate reading and making top 10 lists. Usually. Generally I just don't like it when I see something meaningless like "TOP 10 ASSES OF VIDEAGAEMS" or something similarly silly. A top 10 games of the year or top 10 games of all time list is really the only time when I can excuse the use of a list in such a fashion. Even still, up to this point I resisted making one. I mean, isn't it enough if I say I liked a game? Do I really need to use some kind of imaginary metric to rank them?

The Bossness of Sonic's Bosses

Due to a slight tug of nostalgia that the recently released Sonic the Hedgehog 4 was unable to satisfy, I went back and played through all of the games that comprised Sonic's glory days. You know how it feels when you watch 10-year-old highlight reels of some sports team you care about? How you're reminded of how good they used to be? It was kind of like that. Between Sonic 1-3/Knuckles and Sonic CD I truly felt like they held up after all this time.

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.

Statistically Speaking

The latest episode of the GameCritics.com podcast is up, in which myself, Chi Kong Lui, Brad Gallaway, and Tim Spaeth discuss the finer points of review writing. There was a brief talk at the beginning about the number of reviews we had each written, which got me thinking about the numbers following everything I've written thus far for the site.

Interview with Jorge Rodriguez, head of Lunar Workshop

I was one of those kids who, when all of the other kids were out playing tag and ring-around-the-rosie, I was on my IBM compatible Windows 3.1 machine programming QBasic games because I enjoyed it. I started learning programming when I was 6 and it didn't take long for 6-year-old me to stump my dad (the computer engineer) so I was self-taught from an early age. My first program was "Hello World" but everything I wrote since then has been a game. I've always been attracted to making video games for some reason. I spent a lot of time when I was younger making MUDs and building mods for Quake, Half-Life and Source. One of the bigger projects I worked on was "The Specialists", a Half-Life mod that was pretty popular back in its day.

Phoenix Wright Is Fucking Awesome

As anyone who has the misfortune of following me on Twitter will know, I've been engrossing myself in Phoenix Wright for the past few days, and the game has pretty much been riding solo in my newly acquired DS. I'm just about at the end of episode 5, so not totally done yet. However, unless the game suddenly turns into Mega Man X7 within this last case, I can safely say that Phoenix Wright will rocket straight to the top of my "late to the party" list. And as a bonus, I have the correct spelling of "Phoenix" memorized after years of always relying on spellckeck.

Megaton

I've been going through some of my gaming backlog recently, partially due the to the magical appearance of a Nintendo DS Lite in my closet. I have no idea where it came from, I don't remember buy and none of my old roommates reported losing it. I've approached it somewhat apprehensively, lest it be the focal point of a plot by some supernatural force. Enough about The Lost DS though. I'm here to talk about something much different.

The Review Revue

I've been asked on more than one occasion about how I approach the review writing process and what I like to see in reviews. I never have a firm answer, which is kind of unsettling to me since I frequently engage in discussions on the Twitter and such about what reviews should and should not be. There is no one answer to that question, but it does get me thinking about about the half-cocked ramblings I regularly try to pass off as game journalism.

The Engineer Update—Gotta Move That Gear Up


It has arrived. After two years, over 120 other updates, and about 145 hours honing my construction skills, The Engineer Update for Team Fortress 2 has come. The new toys are quite a bit different than what I expected, although I don't work at Valve, so what the hell do I know other than how to lodge a wrench into an unsuspecting spy's skull?

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