I Lost Havel's Ring, and It's Fine
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christopher Ellington
Game and Narrative Design
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Life lessons from the Souls series, Part One: How to let go of that thing you wanted. I'm really bad at Dark Souls, but that's fine....
Zelda Should have Killed Link at the End
Not on purpose, I mean. More like a last-minute switcheroo. _ 2017's The Legend of Zelda: Breath of the Wild shows that a series can...
A Link to the Past, and Present, and Future: Breath of the Wild
How Breath of the Wild went back to its roots in order to reinvent itself. _ Since its release in 2017, The Legend of Zelda: Breath of...
Shadow Complex is NOT Simple
A closer look at Shadow Complex reveals a narrative rife with controversy, tropes, and propaganda. In my previous post, I wrote about how...
Shadow Complex Keeps it Simple
A game should strive to do one thing, and to do it really well. When it first released in 2009, Shadow Complex completely passed me by. ...
RiME or Reason: On Narrative Perspective
Much like ThatGameCompany's Journey, RiME by Tequila Works puts the player in a particular state of mind. With a gorgeous visual style,...
Arkham Knight and the Paradox of Scope
The Arkham Series from developer Rocksteady is special. I think we can all agree on that. If nothing else, it's hard to think of a...
Why Do We Play the Games We Play?
How big is your pile of shame? You know, the games you mean to play, but just don't have time for? You'll play them eventually, of...
Representation Matters
We live in a time where the games industry expands more by the day. Audiences for games are getting more numerous and more diverse. ...
The Agent and the Actor
Back in 2011, when Uncharted 3 was still new, I remember having a bit of an epiphany as I was battling my way through a seemingly endless...