In the inaugural One-Sided Argument, we take a look at Quick Time Events and the ways in which they may be more important for the industry then anyone gives them credit for.
Sunday, July 10, 2011 |
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David Cage is urging developers to embrace cinematic storytelling tropes. But is this really appropriate for every type of game?
Monday, April 11, 2011 |
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In this week's episode of the Mobcast, Epic Games Design Director Cliff Bleszinski, Ignition Entertainment Director of New Business Development Shane Bettenhausen, and 343 Industries Content Producer David Ellis join Bitmob's Dan Hsu. The group discusses the creation of new game types, the evolution of price-pointing, the future of controllers, an
Monday, March 21, 2011 |
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In this week's Mobcast, community members Michael Pangelina and Larry LeBron join Bitmob co-founders Demian Linn and Dan Hsu. The group discusses whether they prefer Halo or Call of Duty, the innovation of new gameplay mechanics, great stories set in less-than-desirable genres, the place of minorities in modern titles, and more.
Monday, December 13, 2010 |
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After a long decline, adventure games are back from the dead. Here are three reasons why they're thriving, and three ways to avoid a second demise.
Monday, November 15, 2010 |
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A unique game to say the least, but is that enough to make Heavy Rain worth your while? Or does its similarities with cinema prevent it from being a truly fun video game?
Monday, August 02, 2010 |
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Quantic Dream has fixed most of the issues present in Indigo Prophecy with there brand new title, Heavy Rain, which is built on the same general concept and design as their last game. This concept being, of course, the idea that story is the most important aspect of the game, and that anything you do in the game can alter what happens.
Friday, March 19, 2010 |
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My thoughts and semi-review of Heavy Rain
Monday, March 15, 2010 |
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Quick Time Events have a direct impact on our visual attention. This post looks at how some games are changing QTE implementation in order play nicely with our brains so that players don't miss any of the action waiting for an on-screen prompt to appear.
Tuesday, March 02, 2010 |
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I review Heavy Rain for Bitmob's Final Cut Challenge.
Saturday, February 27, 2010 |
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Sometimes, the best thing a game can be is unenjoyable. Unpleasant moments can generate character empathy. Here are some great ways developers can torment gamers.
Sunday, February 21, 2010 |
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Quick-time events are lazy game design. When will developers stop resorting to such unimaginative gameplay?
Tuesday, January 19, 2010 |
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Rounding up Bitmob community reviews of Infamous, Sims 3, Dyson, Plants vs. Zombies, Super Mario All-Stars, Sims 3, and more.
Tuesday, June 23, 2009 |
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A look back at an underappreciated game.
Tuesday, June 16, 2009 |
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