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	<title>Game Design Reviews &#187; Game Design Reviews</title>
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	<description>Inductive Game Design Research</description>
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		<title>Mass Effect 2: Micro Storytelling</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-2-micro-storytelling/</link>
		<comments>http://gamedesignreviews.com/reviews/mass-effect-2-micro-storytelling/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 23:15:41 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=6669</guid>
		<description><![CDATA[Mass Effect 3 was already released in some regions. So it seems like I&#8217;m fashionably late writing about Mass Effect 2 at this point. But there is one last thing I really wanted to talk about before moving on. This time, I&#8217;m not going to go into the details of it&#8217;s interface design. Instead, I&#8217;m [...]]]></description>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>Mass Effect 2: Massive Interface Fail Revelations</title>
		<link>http://gamedesignreviews.com/reviews/mass-effect-2-massive-interface-fail-revelations/</link>
		<comments>http://gamedesignreviews.com/reviews/mass-effect-2-massive-interface-fail-revelations/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 13:27:53 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=6502</guid>
		<description><![CDATA[I wrote my Mass Effect Massive Interface Fail trilogy in 2009. To my surprise, it has become one of the most popular posts on this blog. I was shocked seeing some people even use it as a teaching resource for UI/UX design in games. The recent mention by Kirk Hamilton on the Kotaku blog brought [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/reviews/mass-effect-2-massive-interface-fail-revelations/feed/</wfw:commentRss>
		<slash:comments>22</slash:comments>
		</item>
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		<title>Batman Arkham Asylum: Combat Breaking Points</title>
		<link>http://gamedesignreviews.com/reviews/batman-arkham-asylum-combat-breaking-points/</link>
		<comments>http://gamedesignreviews.com/reviews/batman-arkham-asylum-combat-breaking-points/#comments</comments>
		<pubDate>Sat, 31 Dec 2011 02:20:26 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=6226</guid>
		<description><![CDATA[There are very good reasons why Batman: Arkham Asylum is so critically acclaimed. It is a very good Metroid Prime clone, heavily modified to faithfully convey the characters and the world of the Batman universe. It is a good example on how to make license&#160;games.

	Dramatization of actual gameplay&#160;experience.

Yet, Arkham Asylum has some very clear flaws. [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/reviews/batman-arkham-asylum-combat-breaking-points/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>Crisis Core: Digital Mind Wave</title>
		<link>http://gamedesignreviews.com/reviews/crisis-core-digital-mind-wave/</link>
		<comments>http://gamedesignreviews.com/reviews/crisis-core-digital-mind-wave/#comments</comments>
		<pubDate>Sun, 27 Nov 2011 22:33:36 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=5488</guid>
		<description><![CDATA[I played Crisis Core some time ago and wanted to comment on its Digital Mind Wave&#160;&#8220;Mechanic&#8221;.

Aeris is actually spinning in her&#160;grave.

It is a somewhat puzzling game feature and they way I thought about it changed a lot during my playtrough. First I was confused. Confusion then quickly turned into disaffection throughout most of the game. [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/reviews/crisis-core-digital-mind-wave/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<title>Super Street Fighter IV Arcade Edition: Trial Fail</title>
		<link>http://gamedesignreviews.com/reviews/super-street-fighter-iv-arcade-edition-trial-fail/</link>
		<comments>http://gamedesignreviews.com/reviews/super-street-fighter-iv-arcade-edition-trial-fail/#comments</comments>
		<pubDate>Mon, 01 Aug 2011 21:04:27 +0000</pubDate>
		<dc:creator>Yu-Chung Chen</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=5438</guid>
		<description><![CDATA[So I got SSFIV:AE and I&#8217;m breaking in my Saturn USB pad by playing the Trial&#160;mode.
The Trial mode consists of a series of stages. In each of those, the player has to execute one or multiple moves. It starts with the simple execution of a special move and quickly moves on to combos of increasing [...]]]></description>
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		<slash:comments>10</slash:comments>
		</item>
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		<title>Beyond Good &amp; Evil: Collectibles Review</title>
		<link>http://gamedesignreviews.com/reviews/beyond-good-evil-collectibles-review/</link>
		<comments>http://gamedesignreviews.com/reviews/beyond-good-evil-collectibles-review/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 22:37:41 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=5154</guid>
		<description><![CDATA[It&#8217;s been quite a while since my last review. I have been planning to do this particular one for quite some time. I would like to discuss a game that has inspired me to think more carefully about collectibles in the first place: Beyond Good &#038;&#160;Evil.

Useless collectibles. I mean all they do is to empower [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Comet Crash: TD meets Casual RTS</title>
		<link>http://gamedesignreviews.com/reviews/comet-crash-td-meets-casual-rts/</link>
		<comments>http://gamedesignreviews.com/reviews/comet-crash-td-meets-casual-rts/#comments</comments>
		<pubDate>Thu, 14 Apr 2011 23:26:25 +0000</pubDate>
		<dc:creator>Daniel Renkel</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=4573</guid>
		<description><![CDATA[Nearly 4 years ago i wrote about the great flash based Desktop Tower Defense&#160;game.
Over one year i have been playing another great Tower Defense game, this time on PS3: Comet&#160;Crash.
But something else first: Nearly one year i had to see the prove for TTP (time to penis) here on Game Design Reviews. So now i [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Little Big Planet: Browsing Content</title>
		<link>http://gamedesignreviews.com/reviews/little-big-planet-browsing-content/</link>
		<comments>http://gamedesignreviews.com/reviews/little-big-planet-browsing-content/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 01:13:26 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=1439</guid>
		<description><![CDATA[Some time ago I wrote about Red Faction: Guerrilla and how it&#8217;s competitive gameplay shaped the feel of it&#8217;s on-line community. Today I would like to talk about pretty much the opposite. A game that focuses on creativity, cooperation and sharing&#8201;&#8211;&#8201;Little Big&#160;Planet.

Turns out the reason why you never got around to create anything of value [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/reviews/little-big-planet-browsing-content/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Podcast Episode 5: 2009 Retrospective Time Capsule</title>
		<link>http://gamedesignreviews.com/reviews/podcast-episode-5-2009-retrospective-time-capsule/</link>
		<comments>http://gamedesignreviews.com/reviews/podcast-episode-5-2009-retrospective-time-capsule/#comments</comments>
		<pubDate>Mon, 31 May 2010 17:24:43 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>
		<category><![CDATA[Game Design Scrapbook]]></category>
		<category><![CDATA[Podcast]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=1739</guid>
		<description><![CDATA[Game Design Reviews Podcast is back after a long break. We start with a look back at the last year. We have recorded this podcast in January but only now came around to publish&#160;it.

Great&#160;Scott!

Download Episode 5 (58MB,  123 Minutes long)
RSS Feed for the Podcast
iTunes&#160;link
This time we discuss the games we have played in 2009 [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/reviews/podcast-episode-5-2009-retrospective-time-capsule/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
<enclosure url="http://gamedesignreviews.com/GameDesignReviews_Podcast_Episode_005.m4a" length="61273733" type="audio/mpeg" />
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		<title>Need For Speed Shift: Product Identity</title>
		<link>http://gamedesignreviews.com/reviews/need-for-speed-shift-product-identity/</link>
		<comments>http://gamedesignreviews.com/reviews/need-for-speed-shift-product-identity/#comments</comments>
		<pubDate>Sat, 08 May 2010 21:22:12 +0000</pubDate>
		<dc:creator>Krystian Majewski</dc:creator>
				<category><![CDATA[Game Design Reviews]]></category>

		<guid isPermaLink="false">http://gamedesignreviews.com/?p=1437</guid>
		<description><![CDATA[Continuing the theme of games I&#8217;ve played a long time ago but only now came around to write about&#8201;&#8211;&#8201;let&#8217;s talk Need For Speed: Shift for a second. Like for so many people, Shift came out of nowhere for me and won my heart by injecting fresh ideas into the dry genre of simulation racers. Of [...]]]></description>
		<wfw:commentRss>http://gamedesignreviews.com/reviews/need-for-speed-shift-product-identity/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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