Victor Grunn





Take a real-time strategy game, complete with live head-to-head multiplayer. Yes, as usual, your goal is to absolutely dominate your opposition and be the last man standing – but this time, things are different. You’ve got no ravenous horde of alien beasties to send swarming at your opponents. Or high-tech
by Victor Grunn
I’ve been in the ruins for all of two hours, and already the situation is looking grim. You’d think the massive carnivorous pig-man and his projectile-vomiting piglet allies would be the worst of my problems, but no – what’s really going to do my party in are the
by Victor Grunn
2014 has been a hell of a year for gaming. On the console front we saw Sony and Microsoft clawing at each other in a desperate fight for the numero uno console spot, with Nintendo hoping a bevy of top-notch games would turn heads towards its so far underperforming home
by Victor Grunn
Calling any kind of card/deck-management game a “roguelike” seems like a marketing move destined for parody. Yes, I know – there’s a randomization element (it’s called “shuffling”), which leads right into the dynamic content generation (“dealing”), and every game features permadeath, insofar as when the game is over
by Victor Grunn
The bar for stealth action in video games has been set fairly high in the modern era of gaming. Once upon a time a game which boasted “stealth mechanics” was expected to offer little more than an invisibility spell, or maybe some lamely scripted scenarios where the player had to
by Victor Grunn
The original Wasteland debuted way back in 1988 – a primitive time, by most measures. The internet was really only a “thing” for universities (and the more tech-inclined attendees at that), video games were on the relatively scarce side compared to nowadays, and they were played on machines for which “more
by Victor Grunn
Honestly, I don’t hit the MMO genre as hard as I used to. Everquest, World of Warcraft, EVE-Online, Dungeons and Dragons Online… I’ve dumped a considerable amount of time into a wide variety of titles across various genres and systems. At this point it takes a serious amount
by Victor Grunn
At this point it’s safe to say that “roguelike” has made its way into most gamers’ lexicons. Dynamic level generation, punishing difficulty (often with permadeath features) and more are associated with the term, which is now being used to describe titles in more and more diverse genres. Batterystaple Games
by Victor Grunn