Author: Brett Yanoski

Stories are traditionally told in three parts: the setup, the confrontation and the resolution. Movies, TV shows and even video games follow this structure. PlayerUnknown’s Battlegrounds, however, does not. In fact, it tells no story at all. Instead, it tells its stories dynamically through the individual experiences of its players. No two stories are the same, making for rich experiences that you just have to share with others. I may have changed some names, but the stories I’m telling are true; these are my stories from the Battlegrounds. Continue reading

You know that phone in your pocket? The one you always carry with you? It’s being underutilized. People and smartphones are nearly inseparable yet video game developers have yet to unlock the full potential of this “second screen.” Removing busy user interfaces, preparing for game sessions away from home, even choosing your next move in a game of wits are all possible with a second screen. There’s one in everyone’s pocket already, right? Why not take advantage of it?

Continue reading

‘Little Inferno’ is a beautifully simple game with a beautifully simple premise: stay warm in a very cold place. What’s more is that in order to stay warm, you must burn items that you yourself purchase. That’s about it. The art style is similar to other games by The Tomorrow Corporation but there is something particularly special about this game. Although strange on the surface, ‘Little Inferno’ is a brilliant work of art whose atmosphere and simple mechanics reveal a message that can resonate with everyone.

Continue reading

The definition of a user interface (UI) is “the space where interactions between humans and computers occur.” Navigating menus, checking ammunition, and managing inventory are just a handful of ways players connect with user interfaces in video games. Unlike in movies and television, the user interface is pivotal to a video game’s overall design and can be the difference between a good and bad player experience. User interfaces can accomplish a lot of things, but the ultimate goal with any UI should be to provide a sufficient amount of information to a player without overtly distracting them.

Continue reading

I’ve played Call of Duty games since the original in 2003 and they have slowly evolved into something completely different. What used to be a shooter with an emphasis on skill has turned into a funhouse of bullets, airstrikes, and wall riding maniacs. It has transformed from a shooter of historical realism to a shooter of arcade-like science fiction. This year, Activision has said that they are “going back to [their] roots” with the series. What does this mean for the direction of the series and will this be the direction it desperately needs?

Continue reading

For over two decades, handheld gaming has gone through its ebbs and its flows and today we’re still searching for that perfect device. Nintendo has always been on the forefront of the handheld world and has released a number of amazing devices over the years. However, Nintendo has always operated in two separate hardware markets: the handheld and the home console. Their home consoles have never sold as well as their handhelds, and they failed in their first attempt to meld the two together with the Wii U. The Nintendo Switch is their second attempt, and with it, they may have created something truly magical. But first, how did we get here?

Continue reading

A little over a year ago, Austin, Travis and I went to see Dragon Ball Z Resurrection in theaters. Following the movie, the three of us went down to a local bar to unwind and talk about it, among other things. During this discussion, we had a heated conversation about Halo and whether or not it was one of the best FPS’s of all time. We never reached a conclusion but after a few more drinks an idea was born…an idea we never thought would become what it is today.

Continue reading

Scroll to top