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Parrying is the games industry's favorite mechanic right now.

Transcript[]

I am a man who loves to complain, as you know, including about the fact that people say I complain too much. And I wonder—not for the first time—if there's any mileage in complaining about a game mechanic or feature that there's nothing particularly wrong with, but is getting overused.

So what? Falling back on a formula that's established to work frees up headspace so you can focus on things like plot and presentation. It's like complaining that porn overuses sex scenes. But with the recent one-two punch of Clair Obscur: Expedition 33 and Doom The Dark Ages, I think it's far past time we started asking what is it with video games and parrying these days. Parrying meaning the ability to deflect an enemy attack to gain advantage in combat, which—yes—has existed in one form or another for a very long time.

What was the very first game with parrying, do we think? And let's not let this turn into one of those 'what actually constitutes an RPG' arguments. "Ooh, Yahtzee, technically, Pong is nothing but parrying!" No. Shut up. I'm going to be strict in my definitions here. If you can press a button just as an enemy attack hits you to nope out of receiving damage from the attack, that is a parry, as long as your character doesn't move. If they move out of the way of the attack, that is a dodge. If you can follow up the parry with a response attack, either automatically or organically, that is a riposte. It is only the cancel of the incoming attack that constitutes a parry. Yes, I imagine the word parry is going to start sounding weird by the end of this.

So, again, what was the first game with parrying as we now understand it? The first one I can think of is the original Prince of Persia. I had an alarming moment recently when I mentioned "the original Prince of Persia" to someone (mentioning no names—[coughs] Nick) and they assumed I meant The Sands of Time No! Original original Prince of Persia, come on! MS-DOS, Jordan Mechner, turquoise walls, seamless cream-colored pajamas, you remember. In the course of the—for its time—surprisingly well-put-together swordfighting system, you could press up to parry incoming strikes and it was the secret technique for winning every fight, besides pushing them back onto the wobbly floors. I think parrying has been a thing in fighting games for a very long time too, which isn't my genre, so I can't speak authoritatively. Mainly, I'm going off that one famous pro Street Fighter video where the one dude playing Ken parries all of Chun-Li's kicks and wins the match and the audience completely pisses itself.

Let's move on to the question of why parrying is so endemic now. I mean, I think it would be quicker to list the games in the last few years that focused on close-range combat and didn't have a parry mechanic. It's part of the standard template: light attack, heavy attack, dodge, block, and parry if you block at the moment of impact. Dark Souls probably did a lot to crystallise that formula. There's been no end of debate over what specific elements make up a soulslike, but that's distracting from the fact that Dark Souls' success mainly comes down to having a really bloody good core combat system. And while parrying was only one part of it, there is a certain emphasis. Famously, the final boss of Dark Souls—Lord Gwyn—is essentially a final exam to determine if you figured out how to parry yet. And then, of course, there's Sekiro, which was saying "Hey, we noticed some of you didn't take the hint with the Lord Gwyn thing, so here's an entire game you can only win by parrying a whole bunch."

But yes, I see some of you yelling at the screen. If we're going to portion the blame and/or credit for making parrying popular, a big heap of it needs to be shoveled onto the doorstep of Batman: Arkham Asylum. In contrast to Dark Souls including parrying as part of a solid showcase of varied combat mechanics, Batman: Arkham combat holds it up first and foremost as the beating heart of proceedings (no pun intended). It makes parrying very easy to grasp with generous windows and obvious icons, which did the job of making the combat very accessible, but it also doesn't feel like it's doing all the work for you. It's still an engaging challenge; it's satisfying to pull off a big combo of hits flowing from attacker to attacker, and the focus on parrying is a big part of creating that sense of flow. Arkham combat took off because it demonstrated how parrying is the fast track to creating a thrilling sense of mastering a combat system, and it's largely thanks to flow.

See, it should always be at least theoretically possible to get through combat without taking damage. Mandatory damage is one of the two buttocks of the bum-faced god of shit game design (the other buttock, I leave as an exercise for the viewers). But without parrying, avoiding all damage comes down to dodging or just not being in the way of the attacks. And the thing about dodging is that it's an interruption; a mini disengagement, so you can rally when the enemy next exposes themselves. The advantage of the parry is that it allows damage avoidance while staying in the flow of the fight. Not to mention the fact that a parry and riposte is very gratifying from a contextual perspective: Someone tried to hurt you, but you turned it around and hurt them, instead. It's instant karma. So, that summarises why parrying became popular and why it's a good thing to have in a combat system.

To bring things back to the start, is there any reason to object to its presence, other than the fact that it's overused? Well, one commenter on my Clair Obscur review had one, which ended up sparking this whole video, if I'm honest. They stated that they hated that the combat in Clair Obscur basically necessitates parrying and dodging to win because they were someone who enjoyed turn-based combat and were kind of hoping this game ostensibly featuring turn-based combat would be about turn-based combat, i.e. thoughtfulness; preparation; and strategy, rather than a bunch of timing and reflex puzzles. And I hadn't thought of that. I'm a living-in-the-moment kind of guy, as you know, so I've always liked that Mario RPG-style reaction-hit thing in turn-based combat, but I guess not everyone wants every single game to turn into timed reaction challenges like it's fucking Guitar Hero. Some people want to exercise other skills, and while parrying does create a sense of being a skillful combatant, that's not always something consistent with the desired tone. It wouldn't suit, say, a survival horror game where you're ostensibly a clueless everyman trapped by horror. Just look at Silent Hill: Homecoming, where they felt the need to—open quotes—"improve" the combat, so you had your traumatised everyman protagonist fuckin' dodge-rolling all over the place and doing little spinny flourishes with his knife attacks, and it all came across a bit silly. Digressing a moment, did they add a parry mechanic to the Silent Hill 2 remake? It says something for the ubiquity of parrying and the impact that game had on me that I'm genuinely not certain.

Secondly, the problem with parries I've often observed in the less tightly-designed combat systems is that it makes the game completely reactive. I've been replaying Assassin's Creed: Black Flag on and off lately, and much like many games of its era that cribed off Arkham counter-based combat, all you have to do in that game is wait for the enemy to attack, counter, then win. It really does just reduce things to Guitar Hero. I'd say Arkham itself avoided that with the combo system: If you stop to wait for incoming attacks, your combo resets and you go back to doing shit damage. But as is so often the case, the imitators rip off the more visible element without understanding all the lesser ingredients that make it work. As in many fighting games and the Silent Hill example, a combat style is part of a character's visual personality, and it can create a tonal clash if it differs from how the narrative presents them. I'm thinking of Kay from Star Wars Outlaws, presented by the story as a helpless schmol bean tossed by the vagaries of fate, but can somehow effortlessly one-shot Imperial soldiers in combat.

So, when everyone's got a parry, everyone's got the same personality: Parryperson, the Instant Karma Avenger. Maybe you'd rather characterise your hero as more proactive; someone who'd rather wade in and throw the first punch; maintain control of the battlefield. There's another way such a person might be able to avoid damage: stunlocking. See an attack coming, focus damage on that attacker to knock them off-balance. Something more like the Fights/Knights in Tight Spaces approach, where your main focus is keeping every potential threat under control for at least the present moment. Just a thought. Just a little brainstorming session to help get you parrying-obsessed game designers back into innovation mode.

Long story short, there's nothing particularly wrong with parrying, just as there's nothing particularly wrong with Cadbury's Creme Eggs, but I'd still object if you replaced every single item in my cutlery drawer with one. Well, eventually. A few hours later, when I'm looking for a fork to get the bits of foil out of my beard.

Episodes
2009 - 2012
2009
Q3 Yahtzee’s Prototype vs. InFamous Challenge · Overlord 2 · Red Faction: Guerilla · Wii Sports Resort · Call of Juarez: Bound in Blood · The Conduit · Silent Hill 2 · ‘Splosion Man · On Sequels · On Generic Games · Supersoldiers · On the Left 4 Dead Ban
Q4 On RPG Elements · Scribblenauts · Wet · Mario & Luigi · A Study of Tim Schafer · Guitar Hero: Rock Opera · Uncharted 2 · On Dialogue Menus · On Multiplayer · On His Voice · On Remakes and Nostalgia · Demon's Souls
2010
Q1 On Nazis · Best of 2009 · Role-Playing Games · Darksiders · Character Design · Space, Flying and Space Flying · Goth Mercenaries · Connectivity · Dante’s Inferno · Interactivity · On Audio Logs · Betrayal
Q2 Yahtzee vs. the JRPG · Kratos · Revenge · Videogames as Art · Silent Hill: Shattered Memories · Stealth · Character Names · Male Protagonists · Monster Hunter Tri · The Common Mistakes of Horror Games · Red Dead Redemption · Boss Fights · What Sands of Time Gets Right
Q3 On Kinect and PlayStation Move · On Difficulty Levels · Super Mario Galaxy 2 · On Time Travel · On RTS Games · On Arty 2D Platformers · On Exploration · Don't Use the Word "Gamer" · Hideo Kojima and Women · Duke Nukem Forever · On Endings · On Silent Protagonists
Q4 Sanity Meters · More on Halo: Reach · Dead Rising 2 · A Handy Glossary of Yahtzee Terms · Shaky Cam Games · Enslaved As It Should Have Been · Fallout: New Vegas · Force Unleashed 2 Is Too Much · Why We Love Zombies · The Best Iphone Games · The Little Touches in Assassin's Creed · Splatterhouse in Australia?
2011
Q1 Epic Mickey Offers No Choice · Honorable and Dishonorable Mentions · On Multiplayer · Molyneux's Unfocused Innovation · What Minecraft Is Missing · American Box Art Sucks · Dead Space 2 Is No Resident Evil 4 · What if We Leveled Backwards?! · Hybrid Multiplayer Mess · Let's Talk About Let's Play · Why Regenerating Health Sucks · BAFTAs Are Bollocks · Death in Videogames
Q2 Roleplaying Homosexual in Dragon Age 2 · Pokemon 100 Percenters Are Mad · How ''Yakuza 4'' Grabs You · An Invisible Protagonist · Getting Innovation Wrong · Building Sequels Badly · Not All Sequels Suck · Action Is Not Finisher Porn · New Team Fortress 2 Classes · L.A. Noire Is a Bad Adventure Game · The Big E3 · Upcoming Games Won't Suck, Hopefully · What is Mature Anyway?
Q3 Yahtzee Could Have Written Duke Nukem Forever · A Hard Weapon Is Good to Find · Alternative Games · Mixing Single and Multiplayer · Keeping Old Games Intact · The Rise of Rail Roading · Game Stories Demand Focus · Why No Couples in Games? · Time for Gaming's Physical · Golden Era of PC Gaming · What Human Revolution Got Wrong · Driver San Francisco's Silliness Works · Weapon-Crafting That Works
Q4 Hating Warhammer 40k and Space Marine · Manly Vs. Macho in Gears · Shooters of Yore · Sidequests Good and Bad · What Kinect Can Do · The Sandbox Killed Batman · Battlefield 3 Is Scary · Uncharted 3 Should've Tried Harder · What Is the Matter with You People? · Too Many Options in Skyrim · Context, Challenge and Gratification · Assassin's Creed 2.85 · Skyward Sword
2012
Q1 Non-Violent Game Idea: Puppies in Hell · The Not Quite Best Games of 2011 · Death Mechanics and Dark Souls · Sonic the Poacher · Roleplaying The Old Republic · Escorts Aren't Free · Survival Horror on a Cruise Ship · Why Movie Adaptations of Games Suck · Elves and Dwarves Don't Define Fantasy · How to Make ''Neverdead'' Better · Syndicate Gets Gimmicky · Mass Effect 3 Gets An Ending
Q2 When 'Dark and Edgy' Goes Too Far · The Growth of the Zombie Myth · Why Easy Games Fail Yahtzee's Game Theory · Big Studios Can't Produce Good Horror Games · Kid Icarus: Uprising and Hurt Nintendo Fans · How to Become a Game Journalist · Prototype's Story Holes · Pirates Are Way More Interesting Than Elves · What Ethnic Group Will Replace Nazis? · Why Randomly Generated Content Sucks · F'ing Up Isn't So Bad · Drop The High Scores · What Not to Hate About E3
Q3 Excessively Excessive · First Person Platforming · Crossing Spec Ops: The Line · Traditional Adventure Games Are Rubbish · Plot Inversions · Spider-Man's Knickers · Valve's Making Up Half-Life Along the Way · The Summer of Arcade Sucks · It's All In Good Humor · Problems With The Sandbox · The Motivations of Death · How to Be a Nethernaut in Minecraft's Hardcore Mode
Q4 Reliving Gordon Freeman's Worst Day · Hating Multiplayer Creep · Sports Nerds Are Nerds Too · It's About Characters, Stupid · Idle Chatter Builds Character · Save Scummer · Get Rid of the Dang Arrows · The Assassins and Templars are Idiots · How to Title Your Stupid Sequel · Black Ops 2 Is Like A Rich Jerk · Humor and Realism Don't Mix · To the Shooters I Treated Badly
2013 - 2017
2013
Q1 The Upcoming (And Pointless) Console War · Seriously, Console Wars Are Pointless · The Death of Mario · Hotline Miami Is Nuts, FTL Is Gambling · Does Online Multiplayer Always Make Sense? · And The Winner IsÉ. · A Game's Replay Value is Like Chocolate Sauce · Ni No Kuni: Wrath of the Confusing JRPG · Real Horror Games Don't Need Co-op · Colonial Marines Developers Should Own Up to Screwing Up · A Storytelling Crysis · Games With Fake Wars Are Stupid · A Quick Time Event By Any Other Name
Q2 SimCity Was Never Meant To Be Online · No, BioShock Infinite's Ending Doesn't Suck · We Really, Really Don't Need New Consoles · Nintendo Needs To Reboot Mario and Luigi · It's Time For Mortal Kombat vs. Everyone Else · Why Exactly Do We Care About Star Wars? · Your Game Music is Bland and You Should Feel Bad · The Glorious PC Gaming Master Race · Metro's Bullets Make A Better Currency · Sony's Not Ready For User-Made Videos · Gunpoint Game Makes For Great Action Movie Moments · Remember Me Could Have Been So Much More
Q3 Killing is Too Easy · Why Can't Comedy Games be Funny to Play? · Why Do We Even Care About Animal Crossing? · When Open World Goes Wrong · Bad Games Can Give You Good Ideas · Of Metaphors and Mario RPGs · Remaking the 90s · Bureaucracy-Em-Up · Coming Around to the Wii U · The Dangers of Dialogue · Your Character Could Be Anyone · Sexy Characters
Q4 A Machine For Pigs: Daddy, Please Don't Kill Me · GTAV's Characters Are Just Bad · Let's Compare Lost Planet 3 to a Good Game · Beyond: Two Souls vs. The Stanley Parable · Wind Waker is Still the Best Zelda, and You're Surprised? · Keeping Batman Original · Assassin's Creed Doesn't Have Much of a Story, Does It? · Complacency in Storytelling · The Design of Consuming Shadow · The Trials and Perils of Returning to PC · Context, Challenge and Catharsis · To Hell With Comments
2014
Q1 Serious Game Fatigue · Of Dragons & Ruined Cities · Hardware is Gimmicks · Why Do We Love Survival Games? · The Magic of Old Adventure Games · The Nostalgia Factor · What Has Nintendo Done Right Lately? · A Beginner's Guide to Dark Souls Ð 7 Steps to Sucking Less · Bad Timing Ð How Clocks in Games Ruin the Fun · People Make Games, Not Development Studios · Thief Would Have Worked Better With a Bigger Sandbox · Lords of Shadow 2 Might Have Been Good, Had Dracula Been Evil
Q2 Dark Souls 2: Of Missing Monsters and Bustling Bases · Triple-A Ain't What it Used to Be · The Totally Hipster Elements in inFamous: Second Son · Ground Zeroes is Only Worth What You'll Pay For It · MMO Adaptation Will Ruin What You Love About Your Favorite Franchise · Taking Lessons From South Park Ð How To Not Ruin an Adaptation · Why Nobody Has the Time to Make Greenlight Work · Collective Guilt and Beauty in Games · Immersion in Games: Are You Into It? · On FMV in Games, Gore and Giving a Middle Finger to Censors · What the Hell Is Going On With E3? · Watch_Dogs: Too Much Sandbox, Too Little Game · Playing Favorites in Wolfenstein's Semi-Branching Story
Q3 Building a Legacy by Standing on the Shoulders of Giants · If You Are Going to Hate on a Game Company, Do It For the Right Reasons · The Lazy Storytelling of Modern Games of Warfare · Is That Castlevania in Your Pocket? · The Sexual Awakening of Ness in EarthBound · Taking On 'Detrimental' Isometric Game Design · Is the AAA Console Games Market Heading for a Crash? · How Firefall Changed My Mind About MMO Shooters · Sacred 3: If Someone Asks If You Are a God, You Say Yes! · The Theory That Will Tie All Video Game Stories Together · Life After Doom Ð Video Games' Visionaries · Should Every Game Allow You to Choose Your Gender? · How to Make The Sims Double As A Corporate Workplace Simulator · Destiny Ushers in a New Era of Blatant Cash Grabs
Q4 What Defines the Games of Suda 51 and Swery65 · Just What Exactly Does the Triforce in Zelda Do? · The Compelling Story Within a Story in Shadow of Mordor · Why Were Shadow of Mordor and Alien Isolation So Good? · Why The Evil Within Fails on Multiple Levels · How Bayonetta's Gender is Relevant to the Game · Sunset Overdrive and Applying The Rules of Comedy · The Latest Scourge of AAA Game Design · Trying to Make Sense of Assassin's Creed: Unity's Main Character · A New Commandment for Developing Games With RPG Elements · Making Faces Ð A Bioware Story · The Grand Unifying Theory of Games: Adding More Depth
2015
Q1 The Honorable and Dishonorable Game Mentions For 2014 · The Talos Principle Comes Out of The Myst and Through a Portal · On the PC Master Race and the Language Police · Five Nights at Freddy's and the Nature of the Jumpscare · How You Can Make a AAA Game Like Today's Developers · Expanding the Game: The Semantics of Standalone · A Review Scoring System That Would Work · Taking On Remastered Games And The Effects of Nostalgia · Why Completing All Objectives And Finding All Secrets Are Meaningless · The Current Trend of The Anticlimax in Video Games · Why the N64 Majora's Mask Could Not Be Made Today As a AAA Title · The Exploitative Nature of Crafting in Video Games · Why You Should Be a Bit Disappointed With Ori and the Blind Forest
Q2 The Annoying Tendency To Mix Styles of Play In A Single Game · Bloodborne May Seem Like A Dark Souls Game, But Be Warned · Will Half-Life 3 Outlive Public Interest Because of Development Time? · Alternatives to the Glut of Metroidvania-Style Platformers · Narrative Continuity of Fighting Games is Convoluted, Especially Mortal Kombat X · Turning to Turn-Based for Stealth and Other Types of Gameplay · The Plight of the Mary Sue Character in Games · Should Games Arbitrarily Withhold Content? · On Being Deliberately Offensive · Did You All Forget To Be On Guard Against E3?
Q3 Here's Whats Wrong With Alone in the Dark: Illumination · Inside the Development of Hatfall · I Never Did Like Yoshi's Island · How Intuitive Does A Game Have to Be? · What if the Godzilla Game Had Benn Good? · Tembo the Badass Elephant is a Bit Desperate, Isn't It? · The Worst Part of Each King;s Quest Game · Upon The Mary Sue Character in Video Games · The Problem With the "Walking Around Simulator" · Gotta Love Metal Gear Solid · The Perfect Generic Game is Mad Max
Q4 How to Make A Slasher Video Game · The Super Mario Apocalypse Will Never Arrive · Undertale May Be This Year's Best Written Game · Assassin's Creed is Officially Running on Fumes · AAA Games Have Stopped Innovating · Rise of the Tomb Raider Feels Like A Second Origin Story · Battlefront is Barely Multiplayer At All · Why Is Every AAA Game Hero Suddenly Your Dad?
2016
Q1 Get Out of Your Comfort Zone for 2016 · Assassin's Creed Needs to be Interesting, not Trendy · Xenoblade Chronicles X Actually Uses the Wii U Gamepad Well · Gravity Rush Indulges the Need to Fail at Flying Around · Early Access Isn't Right for Every Game · Stardew Valley's Relationships are Really Rather Off-Putting
Q2 Are Games Losing My Interest, or Is it Just Me? · Why Do Branching Storylines Never Deliver on Their Promises? · Remaking Old Games is a Fool's Errand · How to Pass the Time While Waiting to Play A Game · Pondering Adventure Games and Gameplay in Modern Gaming · Enough of Making Video Games into Movies Already · The Highs and Lows of Gaming in Virtual Reality · Interactive Narrative Means Choosing How Invested You Really Want to Be · Investigating Overwatch's Stingy Loot System
Q3 Why Do We Keep E3 Around, Anyway? · It's Hard to Get Nostalgic About Games You Didn't Grow Up On · Let’s Get Indie Games Away From the Idea of a Small Child in a Scary World] · There’s More to Comedy Games than Just Comic Relief Characters · id Software's History Parallels the Seven Ages of Man and the History of PC Gaming · Predicting What's New on the Nostalgia Horizon Ð The PS1 Era
Q4 This is How You Fix RPG Sidequests · Suggesting Some Fixed Dialogue for Gears of War 4 · Dishonored 2 Shouldn’t Be Encouraging Comparisons to Thief
2017
Q1 The Problem with Freemium Games · Will Resident Evil 7's DLC Manage to Mess Up What the Game Fixed?
Q2 There's Not Much Role-Playing in Role-Playing Games These Days
2021 - 2025
2021
Q4 Mario is a Brand, Not a Character · The Open World Is Dead, Sorry · Congratulations, Guardians of the Galaxy: You're a Ghost Train Ride · Are Games Actually Getting More Diverse? · Dark Souls Is the Ultimate Game of All Time? · Why I Never Did a Zero Punctuation on Undertale
2022
Q1 Bad Games Are Better Than Bland Games · Stop Bragging About Your Game's Length · What the Hell Happened to Mobile Gaming? · What If I Don’t Want to Be an Authoritarian or a Hippy? · Elden Ring Lets Its Open World Speak for Itself · Horizon Forbidden West and the Four Horsemen of Bad Characterization · Why Was Prey (2017) So Forgettable?
Q2 Adventure Games Never Died, They Just Stopped Being Good · Forget Linear Stories, Give Me More Immersion Storytelling · Why I Like Persona in Spite of Its Being a JRPG · Maybe Silent Hill Should Just Stay Dead · The Anime Series That I Actually Enjoy · You Know What? I Kinda Miss E3
Q3 Resident Evil Is Stuck in Its Own Cycle · The Revival of the So-Called "Boomer Shooter" · Stop Pretending Choose-Your-Own-Adventure Games Are Innovative · Why I Think Cozy Games Will Be the Next Big Thing · Where Saints Row Went Wrong · Games as a Service is Incompatible with Art
Q4 Why GTA 4's Niko Bellic is One of My Favorite Characters · Monkey Island and the Complicated Art of Puzzles · I'm Here to De-Hype You on Silent Hill · How About We Stop Adding Gear Scores and Cosmetics into Every Game · Do Games Have to be Fun? · We Need to Have a Conversation About Your Tone · No, I Don't Want to Stop Playing to Listen to an Audio Log
2023
Q1 Why Prince of Persia: The Sands of Time Is My Favorite Love Story · An Update on My Game, Starstruck Vagabond · Great Detective Games Let You Fail Miserably · Comedy in Games Should Be More Than Just Quips · Is the Era of the Silent Protagonist Over? · The Live-Service Model Is Dying · Three Things, Somewhere, Quarter 4 2027
Q2 For Everyone That Says I Hate Video Games · Am I Weird for Missing Loading Screens? · My Mysterious Affinity for Boats and the Sea · The Pursuit of Realistic Graphics Is Killing AAA Games · The Science of Video Game Healing · Tears of the Kingdom and Meaningless Review Scores · The Fallacy of "Replay Value"
Q3 It's Time to Bang the Game Ownership Drum Again · Final Fantasy XVI and the Problem with "BioWare Face" · I Don't Want to Save the World Anymore · Baldur's Gate 3 Romance Just Isn't Interesting · BioShock Has the Best Beginning of Any Game Ever · AAA Games Need to Step Up Their Traversal
Q4 The Dreadful 'Walk and Talk' Sequence · Why Spider-Man 2 (2004) Is One of My Favorite Games · Where Did All the Stealth Games Go? · The Difficulty Paradox · The Rise and Fall of Video Game Titles · The Importance of an Ending
2024
Q1 How to Predict The Game Awards · The Rules of a Good Plot Twist · An Explanation of "Post-Punk" Games · The Lost Art of the Tutorial Level · The Moral Dilemmas that Weren't · Why Truly Original Games Are So Rare
Q2 The Importance of a Good Monster Introduction · The Language of Color in Games · Oh, That Darn Yellow Paint · Screw Nuance, Give Me A Memorable Villain · Could Every Video Game Happen in the Same World? · Framing, Agency, and AAA Female Protagonists
Q3 A Postmortem on Starstruck Vagabond · A Case of Soulslike Fatigue · Card Game? I've Got a World to Save! · Can an NPC Feel Like A Friend? · Should A Game Never Be Boring? · The Games I Like, But Don't Actually Play · Resident Evil 4 is Stupid If You Think About It
Q4 The Rise of the Dad Game · Silent Hill 2 and the Hidden Costs of Remakes · Breaking Down My Dislike of Strategy Games · Symphony of the Night's UI is Fascinatingly Bad · I May Have Been Wrong About Some of My Favorite Games · Get Me Out of this Stupid Void
2025
Q1 Yahtzee Finally Explores His Feelings · I Love VR, But It Also Makes Me Sad · My Big Dumb Nintendo Switch 2 Predictions · Live-Service Games Ruined Crafting · I Was Bored, So I Did a Black Mesa Ironman Run · The Games That Drove Me Insane
Q2 Video Game Adaptations Need to Mind Their Manners · Split Fiction’s Writing Is Bad, So Let’s Fix It · Oh, It's Another Roguelike · Remakes, Remasters, and Re-Whatevers · Why Are Modern Games Obsessed With Parrying? · Why I Hated the Story of DOOM: The Dark Ages