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Game Title Developer Released Article Title
Armored Core VI: Fires of Rubicon
FromSoftware 2023 Crossing the Rubicon: A Thorough Critique Detailing the Mechanical Flaws of FromSoft’s Armored Core VI
Awesomenauts Ronimo Games 2012 Casual Competition and Awesome Addiction: The Enduring Joy of Ronimo Games’ Awesomenauts
Costume Quest Double Fine Productions 2010 Masked by Charm: On Double Fine’s Costume Quest, the Shallowest RPG I’ve Ever Played
Crypt of the NecroDancer Brace Yourself Games 2015 In the Beginning was the Beat: How Crypt of the NecroDancer Turns a Potential Gimmick into an Integral Game Mechanic
Dark Souls
FromSoftware 2011 Unchosen Undead: A Thorough Existentialist Philosophical Analysis of FromSoftware’s Original Dark Souls
Darkest Dungeon
Red Hook Studios 2016 Inordinate Exsanguination: On the Design Decisions Bloating Red Hook’s Otherwise Terrific Strategy Game Darkest Dungeon
Dead Space EA Redwood Shores 2008 AAA Horror that Works: How the Original Dead Space Maintains a Tense Atmosphere
Dead Space 2
Visceral Games 2011 Deadened Space: How Small Elements of Design, Optimization, and Polish Combine to Diminish Dead Space 2
Death’s Door
Acid Nerve 2021 Death’s Back Door: The Pros and Cons of Acid Nerve’s Crow-centric Reaper Simulator Death’s Door
Defense Grid: The Awakening Hidden Path Entertainment 2008 Towering Tower Defense: In Praise of the Gameplay, Execution, and Aesthetics of Hidden Path’s Original Defense Grid
Demon’s Souls
FromSoftware 2009 Slayer of Reason: A Thorough Epistemological Analysis of FromSoftware’s Demon’s Souls
Elden Ring
FromSoftware 2022 Tarnishing: A Thorough Critique Detailing the Few Mechanical Flaws of FromSoft’s Elden Ring
Enter the Gungeon
Dodge Roll 2016 Center the Gungeon: Achievements as a Desirable Compromise Solution for Completing Games like Enter the Gungeon
Factorio
Wube Software 2020 Bug Hunt at Outpost Mine: An Ecocritical Analysis of Wube Software’s Wildly Addictive Optimization Simulator Factorio
Flywrench
Messhof 2015 Color-coded Careening: On the Ingenious Design of Messhof’s High-speed Pared-down Platformer Flywrench
Hades
Supergiant Games 2020 Ode on a Grecian Burn: How Hades Shores Up Minor Weaknesses of Supergiant’s Earlier Releases
Half-Life
Valve 1998 Half-Lively: Half-Life, Black Mesa, and the Work of Art in the Age of Post-release Modification
FTL: Faster Than Light Subset Games 2012 Style by Necessity: FTL: Faster Than Light, and Pixel Art as an Art Movement
Infinifactory
Zachtronics 2015 Infinite and Individual: On Zachtronics’ Infinifactory, and What it Means to Approach Games as Art
Jak II
Naughty Dog 2003 Jak, Too: Extolling the Virtues of Naughty Dog’s Second Jak & Daxter Title via an Unintuitive Analogy
Journey
thatgamecompany 2012 Not Lone nor Level Sands: A Thorough Ecocritical Analysis of thatgamecompany’s Journey
LUFTRAUSERS Vlambeer 2014 99 Arcade Luftballons: 3 Major Pros and 2 Minor Cons of Vlambeer’s Bullet Hell Arcade Dogfighter LUFTRAUSERS
Offspring Fling! Kyle Pulver 2012 A Hidden Gauntlet: The Brutal Platformer Hiding Behind the Lovely Facade of Offspring Fling!
Papers, Please Lucas Pope 2013 Coherent Contradictions: Exploring the Literary Qualities of Papers, Please from the Perspectives of the New Critics and the Russian Formalists
Pikmin Nintendo 2001 Thinking, with Pikmin: Why Pikmin‘s Campaign is Superior to Pikmin 2‘s Campaign (in Tone and Design)
Pixel Piracy Quadro Delta 2015 Swashbuckling Bored: The Bad Design Choices, Game-breaking Bugs, and Superficial Execution of Quadro Delta’s Pixel Piracy
Portal Valve 2007 Thinking, with Portals: Why Portal‘s Campaign is Superior to Portal 2‘s Campaign (in Tone and Design)
prog.1 Vector Arcade 2016 Pithy Platforming: On the Strong Visual Design, Strong Thematic Gameplay, and Light Content of prog.1
Puzzle Link 2 Yumekobo 2000 Integrated Game Goals: On Yumekobo’s Puzzle Link 2, and the Potential Simplicity of Good Game Design
Rogue Legacy Cellar Door Games 2013 Turned Up to 11: Rogue Legacy‘s Remix Bosses and the Virtues of Nonlinear Difficulty Scaling
Sekiro: Shadows Die Twice
FromSoftware 2019 Immortal Severance: The Pros and Cons of FromSoft’s Action-stealth Hybrid Sekiro: Shadows Die Twice
Shovel Knight Yacht Club Games 2014 As From a Time Machine: How Shovel Knight Rises Above its Capacity for Nostalgia
Slay the Spire Mega Crit Games 2019 Someone Else’s Strategy: On Mega Crit Games’ Slay the Spire, and the Occasional Heresy of Outside Help
SpaceChem Zachtronics 2011 Lost in SpaceChem: The Atmosphere, Aesthetics, and Narrative of Zachtronics’ Breakout Success SpaceChem
Spelunky Mossmouth 2012 Platforming Perfection: The Incredible Design and Even Better Execution of Mossmouth’s Spelunky
Spelunky 2 Mossmouth 2020 Motivations to Spelunk: On Spelunky 2, and Three Corruptible Virtues of Implementing Achievements for Games
Super Crate Box Vlambeer 2010 Simple Arcade Innovation: The Elegant, Ingenious Gameplay of Vlambeer’s Super Crate Box
Super Meat Boy Forever
Team Meat 2020 Bandage Man: In Defense of Super Meat Boy Forever, the Unjustly Hated Sequel to an Indie Platforming Legend
Terraria Re-Logic 2011 Yes Half Measures: 5 Reasons You Should Play Terraria on Mediumcore Difficulty
The Beginner’s Guide
Everything Unlimited Ltd. 2015 The Intermediate’s Guide: A Critique of the Repeatedly Self-destructive Metafictional Story of The Beginner’s Guide
The Binding of Isaac: Rebirth Edmund McMillen/Nicalis 2014 Bound and Determined: The Binding of Isaac as a Worthy Successor to the Original Legend of Zelda
The Sentient Uncaged Studios 2016 Galactic Potential: An Introduction to (and Cursory Assessment of) Uncaged Studios’ The Sentient
The Witness
Thekla 2016 DeMystified: A Deconstructive Reading of Jonathan Blow and Thekla’s The Witness
Transistor Supergiant Games 2014 Red Pen: On the Interestingly Deep yet Frustratingly Vague Plot of Supergiant Games’ Transistor
Tricone Lab Partickhill Games 2015 Salubrious Cells: The Relaxing, Fluid Feel and Fresh, Stylized Design of Partickhill Games’ Tricone Lab
Volvox Neotenia 2015 A Natural Selection: On the Strong Core Gameplay and Puzzle Design in Neotenia’s Volvox
VVVVVV Terry Cavanagh 2010 A Game with 1980s Cohesion: The Compelling and Eery Retro Unity of Terry Cavanagh’s Relentless Platformer VVVVVV
What Remains of Edith Finch
Giant Sparrow 2017 Dissecting Finches: A Critical Analysis of the Mechanics of the Unique Artistic Game What Remains of Edith Finch
Wizorb Tribute Games 2011 Through the Looking Orb: Wizorb and the Tradition of Short, High-quality, Arcade-style Games

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was last modified: February 29th, 2024 by Daniel Podgorski

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