Game Design "2B or Not to [B]e?": The Shakespearean Question of 9S Examining the collapse of existentialism and humanism in the role of 9S in NieR:Automata
Feature Nobuo Uematsu and the Synthetic Neoclassicism of the Fantasian Soundtrack Examining Nobuo Uematsu's ideas and techniques in what could be his last complete OST for a video game
Game Design Why Random Encounters Shouldn’t Disappear in RPGs How random encounter system can be designed in a modern and enjoyable way in current RPGs
Interview Various Daylife: An Interview With Tomoya Asano and Masaaki Hayasaka Exploring the design decisions behind Various Daylife
Feature The Magical, Aristocratic Symbolism of The DioField Chronicle Examining the ideas and techniques in Isamu Kamikokuryo's concept art
Feature NieR: Automata and the Melancholy of the Human Voice in an Opera of Machines and Ruins How Keiichi Okabe's music contributes to the identity of the NieR series and the humanism of NieR: Automata
Interview NieR: Automata - An Interview with Yoko Taro, Yosuke Saito, and Keiichi Okabe With the re-release of NieR: Automata on Nintendo Switch, the legendary minds behind the game discuss their craft in an exclusive interview
Feature Live A Live and Its Wordless Prehistory Examining the concept of "ludonarrative consonance" in Live A Live
Feature Origins of the Strategy RPG (1982-1995) An exploration of the early days of the strategy RPG genre
Feature Intellectual Difficulty and Fairness in Tactical and Puzzle Games Examining the difference between difficulty and fairness and how they apply to games
Feature Chrono Trigger/Chrono Cross and Temporal Ontology, Part 2 Understanding existence and identity in the different time structures of Chrono Trigger and Chrono Cross
Feature Chrono Trigger/Chrono Cross and Temporal Ontology, Part 1 Time Travel and Linear Time vs. Branching Time
Game Design What is Difficulty and Fairness in Video Games? Examining two divisive topics in the discussion about gaming
Feature Shin Megami Tensei: Devil Survivor and Laplace's Demon Thought Experiment Comparing Shin Megami Tensei's plot with the famous philosophical experiment
Game Design The Difference Between Cohesion and Coherence in Video Games Understanding the dichotomy between internal and external analysis
Game Design The Difference Between Complexity and Depth in Video Games Deep thinking on depth and complexity
Opinion Shin Megami Tensei III: Nocturne as a Political Philosophy Experiment How the world of this classic can lead to deep reflections on humanity and its ideals in society