Shadow Of The Colossus: Various Systems

Every so often the internet turns up a gem. It may have been around for some time now in its original form, but below I've provided an animation-related analysi...

Virtual Design

I've bought the game twice already, and I'm gonna do it again. Hot on the heels of the Streetfighter 2 HD remix, the recently announced Rez HD makes its way to ...

Basics: Look-At System

Recently, my DS charger has gone missing and I've resorted to playing MJ's PSP. I've always been turned off by their size and reported lack of quality original ...

Eidos Academy Of Experts

Nearly two months off work after having moved to Montreal at the end of April, I finally started work at Eidos last week. Unlike every other first day I've ever...

Body Worlds 2

On Sunday, I finally got around to visiting the fantastic Body Worlds 2 exhibit down at the Montreal Science Centre. Despite being an amazing opportunity to ...

Empirical Satisfaction

At one point in a recent late night session of co-op Rainbow 6 Vegas, the gunfight paused to facilitate the spec-ops excited admiration of a downed enemy, kille...

NBA Live 06 Animation Blending

As pointed out by one of his colleagues, the first instance of a prediction by the alsoran has come to pass. The gamespot videoreview of EA's NBA Live 06 for th...

Basics: IK and Weight

The alsoran cautiously picked this up due to the series-damaging sequel, produced by the (apparently inexperienced) Ubisoft Shanghai studio. However, this lates...

Basics: Mario 64 Case Study

Back in the days when sprites were moved around the screen in a linear fashion, with pixel-perfect accuracy often required to overcome single-screen levels and ...

Basics: Making Character-Driving Fun

Imagine a racing game where the cars grip the road with almost glue-like quality, that can accelerate to maximum speed in the blink of an eye, where races are d...