Monday, June 11, 2012

My new gig: Contributing writer at Gaming Blend

This month I begin a new venture in the magical realm of video games reporting, hired on as a contributor for Gaming Blend.

Part of the Cinema Blend family, Gaming Blend features news, reviews, hands-on impressions and pretty much everything else you would expect from the world of gaming.

I'll be providing about five stories per day, Monday through Friday, as well as some weekend content from time to time. Check it out at GamingBlend.com

Friday, June 1, 2012

This month in Joystick Division - June 2012

Video games' best daddies [Infinite Ammo]
This week I talk about the best fathers in the wide world of video games.

Musings on E3 and childbirth [Infinite Ammo]
My new nephew was born the first morning of E3. My new nephew is awesome. E3 2012, not so much.

Gravity Rush: And I'm free...Free falling. [Review]
Making the laws of physics your plaything is a rip-roaring good time in Gravity Rush for the PlayStation Vita.

Taking my game to the tabletop [Infinite Ammo]
Grab your dice and a few friends. This week's Infinite Ammo abandons the controllers to talk about the wonderful world of tabletop games.

Sunday, May 13, 2012

This month in Joystick Division - May 2012

Resistance: Burning Skies not quite a bullseye [Review]
Resistance: Burning Skies provides a fun shooting experience for Sony's portable console, but little frills and a lackluster online offering means the excitement grinds to a halt all too soon.

PlayStation All-Stars Battle Royale: My dram roster [Infinite Ammo]
We're all expecting to see the likes of Nathan Drake, Cloud and Ratchet in Sony's upcoming brawler. Here are 10 less obvious characters from PlayStation's past I'd love to see make the cut.

Rusty Hearts is pretty dang rad [Infinite Ammo]
Find out why Rusty Hearts, the free-to-play action MMO, has become my latest obsession.

Starhawk's DLC maps will be free? More of this, please. [Infinite Ammo]
My thoughts on Lightbox's new method for keeping their online community united, namely in the form of free map packs.

The games that define me - Part two [Infinate Ammo]
The second and final in a series taking a look at the video games that helped make me the gamer I am today.

Saturday, April 14, 2012

This month in Joystick Division - April 2012

The games that define me: Part one [Infinite Ammo]
The first in a two-part series exploring the games that helped shape my life, picked me up when I was down and brought me closer to my friends.

It's a Golden Age for gaming [Infinite Ammo]
Sure, things aren't perfect. But on the whole, it's never been a better time to be a gamer than it is right now.

Video games: A constant supply of achievement [Infinite Ammo]
If "sense of accomplishment" were a drug, then video games would be the best dealers out there.
Is the Wii U really less powerful than current gen consoles? Here's a better question: Does it really matter?

Friday, March 2, 2012

This month in Joystick Division - March 2012

Hells yeah to video game warning labels [Infinite Ammo]
I fully support putting warning labels on our video games...No. Seriously.

Enjoying the seasonal slump in new game releases [Infinite Ammo]
Annual video game release slowdowns don't always have to be a bad thing.

Why Journey is so important [Infinite Ammo]
While Journey receives much-deserved recognition for its various bits and pieces, it should also be praised for creating an experience that can only be achieved in video games.

So, I bought a Vita. Wanna make something of it? [Infinite Ammo]
My three-part PlayStation Vita rant finally comes to a close. I bought one. Here's what I think. (Spoiler: I flippin' love it.)

Don't like the way Capcom does business? Stop giving them your money. [Infinite Ammo]
I know it can be tough, but the best way to let a publisher know you're unhappy with the way they're doing business is to stop giving them yours.

Sunday, February 12, 2012

Todd McFarlane brings a comic artist's eye to Kingdoms of Amalur: Reckoning [Via Gamasutra]

Comic book creator Todd McFarlane joined the likes of Curt Schilling, R.A. Salvatore and Ken Rolston to create 38 Studios' first video game, the ambitious open world RPG, Kingdoms of Amalur: Reconing.

McFarlane spoke with me about how he got involved with the project, what it was like moving from comic books to video games, and how he worked with the team as Executive Art Director to give the game its darkly whimsical look.

The story has been published by Gamasutra and can be found at the following link:

Interview: Todd McFarlane brings a comic artist's eye to Kingdoms of Amalur: Reckoning

Friday, February 3, 2012

This month in Joystick Division - February 2012

I fought the hype and the hype won [Infinite Ammo]
Hype runs rampant in the world of video games. Will the buzz surrounding the PlayStation Vita push me over the line to making a purchase?

Viva la Vita: Is there room in the pocket for Sony's new handheld? [Infinite Ammo]
The portable gaming landscape has changed drastically over the past five years. Is Sony's latest handheld console, the PlayStation Vita, targeted at a market that no longer exists?

Sometimes I just want to punch stuff [Infinite Ammo]
We tend to fault games that don't attempt to elevate the form to new levels. This week, I ponder when it stopped being okay to just enjoy the mindless fun video games can provide.

Online passes: The good, the bad and the ugly [Infinite Ammo]
Whether you see them as an attack on used game sales or as a means for publishers to stay afloat, it looks like online passes are here to stay.

Friday, January 6, 2012

This month in Joystick Division - January 2012

Why do we love bad games? [Infinite Ammo]
Even terrible video games manage to garner a few diehard fans. In this week's Infinite Ammo, I ponder why that is.

Amy- Frustration has a new name [Review]
What's in a name? In the case of Amy, the answer is "an infuriatingly unfinished game."

Dreamcast: My next gen is old school [Infinite Ammo]
With a new console generation on the horizon, I look to the past for some quality gaming at a fraction of the cost.

The evolution of the complex hero [Infinite Ammo]
Follow the video game hero through its many form, growing to become more relatable, flawed antagonists.

Video games' unsung heroes of 2011 [Infinite Ammo]
In this week's Infinite Ammo, I take a gander at some of the best titles of the year that will likely be overlooked in most "top 10" lists.

Saturday, December 3, 2011

This month in Joystick Division - December, 2011

The unbeatable backlog [Infinite Ammo]
Like many gamers, I have a backlog that would probably take years to actually get through. But should I beat myself up over it?

Pining for the days of scarcity [Infinite Ammo]
Back in my day, we were thankful if we got to play a game or two a year. We also had to walk to the video game store. Up hill. Both ways. In the snow.

Dark Souls hates me, and that's why I love it [Infinite Ammo]
Dark Souls is easily one of the most difficult games to every grace consoles. Find out some of my favorite ways the game pulverizes the player, and why I keep coming back for more.

Farewell, sweet multiplayer [Infinite Ammo]
Multipalyer gameplay and I have grown apart over the past year or so. Here are my thoughts on a relationship that, as of late, harbors little love.

Tuesday, November 1, 2011

This month in Joystick Division - November 2011

Uncharted 3 proves third time's the charm - Review
Uncharted 3 is out and, yep, it's fantastic. Read all about it here in my review for Joystick Division.

The funneth overfloweth: Rayman Origins review
Find out why Rayman might be the single best platformer to come out in a very long time.

Video game journalism deserves a bit more respect [Infinite Ammo]
I make the argument that, while it may not be the romanticized version of the gig we all have in our heads, video game journalism deserves some respect.

Are video games mainstream yet  [Infinite Ammo]
My first Infinite Ammo column for Joystick Division dives into video games' rise to relevance.

Linear gameplay- In defense of a guiding hand [Infinite Ammo]
I argue that, if it's for the good of the story/experience, we shouldn't be so hard on linear design in our video games.