The Geekender: Staff sidequests for March 02

The Geekender: Staff sidequests for March 02

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Team SideQuesting is made up of some pretty amazing writers and content creators. Yes, they write about games for this little site, but they also spread their their wings as often as they can — we encourage it! In fact, the amount of talent in these folks is pretty astounding, and it’s great to read what they’re writing when they get as many chances as possible.

So, read up on some of this week’s great work, and we’ll try to pump these out as often as we can.

Rexly does some great work covering games for one of his classes at the Missouri School of Journalism. His regular blog there, Late to the Game, is a blast to read as he takes a look at recent games he missed that he’s only now getting the chance to play.

This week, it’s all about the addictive iOS game Threes.

Article: Late to Threes
From: Late to the Game

At times, I found myself drawn to just keeping the current tiles together to grow bigger numbers, but I completely forgot about the incoming tiles until it was too late. I learned from past mistakes, just like Spelunky, and continued to get better scores, but when I compared my scores in the leaderboards, I found that a lot of people are really good at this game.

Dylan M writes terrific pieces for The Forecaster out of Portland. Though not always gaming-related, they ARE always interesting and informative. The latest piece deals with a local couple that crafts indie games together, including freelance work on the recent hit Monaco.

Article: Portland couple rolls the dice on indie video games
From: The Forecaster

Even though mobile games like “Angry Birds” have proven that selling games for smartphone and tablet devices can be viable, Adam said the market has since become over-saturated, which can make projects like his a “roll of the dice.”

Steven’s been able to try his hand freelancing all over the place, and each time playing games across different platforms and genres. Over at Gamezebo he recently covered one of my favorite genres, adventure games, with a look at Quest for Infamy.

Article: From Dialysis to Development: Quest for Infamy’s 12 Year Journey
From: Gamezebo

Even with that money (three times what they asked for) the pair needed help. They weren’t too big to admit it, either. In fact, size was the main concern. Alexander and Mills had next to zero experience. They weren’t prepared for the secondary problems that come with releasing a game.

He also wrote up a great piece on Killzone: Mercenary for Tiny Cartridge. There’s method to the madness, as he examined how the player injects themselves into the game’s play style, playing it in ways that expanded the experience.

Article: Killzone without Killing
From: Tiny Cartridge

Even as Danner mutely refuses to justify his actions, the gameplay espouses actions which run contrary to the story, the genre, and even the title of the game itself. His enemies, allies, and the constrictions of plot can’t define him. Instead, they defined me, and I, in turn, gave a him a new voice through action.