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Are Difficulty Settings Necessary?

The pursuit of a challenge can be a driving force in life. The accomplishment of something thought to be unobtainable has a certain allure which some find irresistible. Game designers tend to play off of this concept, creating challenges that seem insurmountable in the context of the game world. Typically there will be an option for the player to affect the likelihood of beating the odds through game difficulty. As a designer, the proper implementation of difficulty, in my opinion, is instituting a learning curve and building from there. Once the player has gleaned the knowledge the game has presented, the designer is free to introduce complex obstacles that utilize this knowledge in varying ways. Approaching the difficulty question from this angle allows designers to create more involving situations during the progression of the game. This concept of “learning in order to succeed” seems to eradicate the necessity of a difficulty option altogether.

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THE LEGEND OF ZELDA: TWILIGHT PRINCESS is a videogame developed by Nintendo EAD, published by Nintendo for the Nintendo Wii and Nintendo GameCube. The Nintendo Wii version was played for this review. It was directed by EIJI AONUMA.


This article contains the following types of spoilers:

  • Game description
  • Names of some of the featured dungeons, characters and villains
  • Overall description of the game’s beginnings

We from the Nightmare Mode would also like to spoil the following review and say that The Legend of Zelda: Twilight Princess is a good game and you should play it if you can.

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A Link to the Twilight Princess

Right now, I have the biggest gamer score here!

This article contain spoilers for:

  • Terminator (movie)
  • Back to the Future (movie)
  • The Legend of Zelda: Ocarina of Time
  • The Legend of Zelda: Majora’s Mask
  • The Legend of Zelda: Twilight Princess

The goal of this article is not to establish a time line for the Zelda games. I tried doing that and failed because I simply could not fit A Link to the Past (aLttP) anywhere between the existing games. Instead, what I managed to do was to fit Twilight Princess (TP) somewhere, and since this is the Zelda franchise we are talking about, I’m proud of my achievement.

After finishing TP, I honestly had no idea on how to fit it into the storyline, considering certain aspects of its story contradicts other games. Below I’ll try to fit TP in a way I can eliminate as many plot holes as I can – then you see if you support my conclusion or not.

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