I am back from PAX East and (mostly) recovered from my GDC ailment. I don’t appear to have picked up any new illnesses while in Boston, possibly because I religiously applied hand sanitizer after touching any physical surface, or possibly because all I ate there was seafood and my body is extra-powerful thanks to all the protein coursing through my veins. In any case, the madness of March’s first half seems to have subsided, so hopefully posts in this neck of the woods will be more consistent and interesting from now on.
I’m kicking things off in style with today’s entry, the Boktai article from GSQ6. This was the first article I wrote for GSQ6, an easy piece that flowed from into my keyboard from a place of love deep within my heart. I love Boktai; I love its marriage of wacky physical design and play concepts to solid, refined mechanics; I love its inventive refinements on the Metal Gear concept; and I love my memories of playing the game, back when I was a timid, fledging designer at a site-about-to-launch called, tentatively, 1UP. I think all of those things come through in this piece, which is in my opinion one of the strongest retrospectives I’ve ever written. I’m not blind to the game’s fussiness or why people find it off-putting, but I see the brilliance behind those surface annoyances, and I think this piece drills down to those elements of greatness.
Anyway, enjoy. And please enjoy the layout snapshot above, which is how I design GameSpite Quarterly spreads. This is what the magazine would look like in a better universe where full-color printing for a 200-page print-on-demand book is more reasonably priced!