Clockwork Empires: Victorian Steampunk at its Finest

Games and Media, Journalism, Portfolio

Victorian dry humor and horror find their way into the gaming universe with Clockwork Empires.

(Article published at Gameranx).

As I sat down to preview Gaslamp’s  Clockwork Empires, I was met by three developers feverishly discussing the Victorian era in all of its opulent historical background. CEO Daniel Jacobsen, Art Director David Baumgart, and Technical Director Nicholas Vining knew their stuff. As an English major I was enthused—sitting in a room of game developers who reminisced on reading Dickens and Tennyson—but I was more intrigued when they told me that all of this was inspiration for their game. Everything from canonical literature, steampunk, ludicrous invention, and even the occult were all used in the game not merely out of the idea of absurdity, but out of an actual historical mindset held in perhaps one of the most long-winded but fascinating literary periods.


Titanfall Beta: First Impressions

Games and Media, Journalism, Portfolio

Wall running and jumping, massive robots, and a fast-paced shooter have been blended together in a gorgeous narrative of strategic gameplay that never fails to lose speed.

(Article published on Cinema Blend.)

What do you get when you mix Mirror’s Edge, Mech Warrior, and the FPS genre together? Utter chaos, one would think. And yet Respawn’s Titanfall seems to be the successful marriage of all of these. Wall running and jumping, massive robots, and a fast-paced shooter have been blended together in a gorgeous narrative of strategic gameplay that never fails to lose speed. In creating a new IP, Respawn was absurdly bright in that they didn’t pull as much from the traditional FPS games like Halo or Call of Duty as they did from other titles. The FPS genre, after all, has been losing its originality. The majority of the hype around the Titanfall stems from the idea that people are growing tired of the incessant monotony of FPS formulas. But was all of the hype worth it?

After playing the beta, I would say it’s completely justified.

An Interview with Greg Kasavin: Transistor’s New Build, Design, and Narrative Direction

Games and Media, Journalism, Portfolio

Supergiant Games’ Greg Kasavin talks about Transistor’s build, design, and narrative direction.

In 2011 Supergiant Games rocked the indie scene with their critically acclaimed action role-playing game, Bastion. As their first title, the game provided players with a touching experience through a vibrant environment and an amusing (and somewhat enigmatic) narrator who called out their every move. This year, Supergiant announced their next title,Transistor, a game we have been adamantly following since its first reveal at PAX East.Transistor, which appears to be a spiritual relative of Bastion, follows the story of a young woman named Red and the Transistor, a sword that aids her in combating the totalitarian entity known as the Process. Though we still know little about the narrative, the culmination of art direction, music, and gameplay provides a sense of where the game is going; compared to BastionTransistor seems to be taking on a slightly darker theme.

Hands-on with the Elder Scrolls Online and Interview with Creative Director Paul Sage

Games and Media, Journalism, Portfolio, Uncategorized

Katy Goodman dances in the streets of Daggerfall, participates in a Harvest Festival gone wrong, tanks some evil bugs, and chats with creative director Paul Sage—all with her partner in crime, Robyn Miller.

**Note: Happy Sunday everyone! There may be a slight delay in my up-and-coming E3 articles, as I am currently on vacation with family; as much as I love writing, a glass of wine and the beach are calling my name. So for now, here is my quick write-up from Save Game about our hands-on time with the Elder Scrolls Online. Robyn previously wrote an article on our experience that was hosted on TESO’s official Facebook page, so be sure to check that out as well! It is fantastic and truly captures the detail of the world we explored.

WildStar: Bringing Individuality Back to the MMO (Hands-On at E3)

Games and Media, Journalism, Portfolio

WildStar, Carbine Studios up-and-coming MMORPG was at E3 this year, and it brought with it all of its mirthful and often hilarious personality. At the expo, we were lucky enough to get some hands-on time with the game and chat with Tiffany Chu, social systems director and tutorial creator from Carbine Studios.

The Witcher 3: Wildhunt–E3 Demo and Interview with Designer Jonas Mattsson

Games and Media, Journalism, Portfolio

 The Witcher 3: Wild Hunt, one of E3’s most anticipated titles, is the final installment of CD Projekt Red’s award-winning The Witcher RPG series. The first two games are renowned for their gripping storytelling, and this appears to remain true for their successor.
“The most important part of The Witcher 3 is the story,” says CD Projekt Red’s environmental designer, Jonas Mattsson, as we sit in a dark room awaiting the 45 minute long hands-off game play demo. “We are creating a branching storyline that gives true consequences to decisions.”

WildStar: Confessions of an Ex-WoW Player

Games and Media, Thoughts, Uncategorized

Thanks to both my dad and my brother, I grew up playing RTS games like Starcraft, Age of Empires, Total Annihilation, and Warcraft. In 2004, when the MMORPG World of Warcraft was released, I jumped at the opportunity to actually be a part of a the Warcraft lore that I had come to enjoy so much. Namoria, my feral druid (a nightelf gone tauren), became part of my online identity.