In 1943, psychologist Abraham Maslow created a system to figure out an age old question: what do people want? He called it his “Hierarchy of Needs” and it ranged from the basic physiological desires such as food and water at the bottom to the heady realm of self-actualization at the top. You’ve prob
Unbenownst to most players, the user interface of Dead Space 3 is a paragon of design. Deceptively simple but informationally rich, the horror survival gives you everything you need to live for as long as you can. We take a close look at Dino Ignacio, the man behind Dead Space‘s simple and elegant i
The first time I played Dead Space, I couldn’t sleep. I saw Necromorphs crawling on the ceiling above my bed and had to leave a night light on for safety and sanity. The rest of my play sessions were in the middle of the day, where those things couldn’t find me. My terror stemmed from some ineffable
Every child of the Nintendo era was amazed at the wonders of the light gun. You had this plastic weapon; you pointed it at the screen; there was a flash; ducks/people died. “Any sufficiently advanced technology is indistinguishable from magic,” Isaac Clarke said. And magic the light gun was indeed.