Tag Archives: Nonlinear

WIHILA Dragon’s Crown – Designing with Visuals

Dragon’s Crown is Vanillaware’s latest masterpiece, and I plan to lose myself in it for many hours. It is an Action Beat ‘em-up style game, self-described as ‘Swords, Dungeons, Sorcery, Dragons’ with ‘gamemaster-style storytelling’. From Vanillaware’s past work (Odin Sphere, Grim Grimoire, Muramasa) I know to expect a beautiful, solidly-designed game.

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WIHILA FFXIV: A Realm Reborn AND Elder Scrolls Online Part IV (Pacing)

You have probably gotten accustomed to my formula by now. What do I expect from Final Fantasy XIV: A Realm Reborn? Stuff a lot like previous Final Fantasies and similar games, but with an MMO twist. What do I expect from Elder Scrolls Online? Stuff a lot like previous Elder Scrolls games, but with an MMO twist. What do I hope for from both of them? That they do it well, as has been demonstrated is possible by successful examples mixed and matched from said previous games. Might the games have shots of creative brilliance? Of course, and I hope they do, but I’ll leave that as a task for the developers, and be pleasantly surprised if they deliver. Continue reading