What Happens When Struck
What exactly happens to the entities in a combat play space when they get struck by an attack is important for two reasons: because the player needs to be punished for making a mistake and allowing themselves to get struck, and also because the player needs to feel a certain way when they successfully strike enemies. But there are a lot of factors involved in a struck event both on the player and enemy entity side of the equation, and these properties can be mixed up in various ways to control EXACTLY where the player lands on the emotional spectrum when entities get struck.

Timelapse Of The Construction Of Chapultepec
I asked followers of the Aztez twitter account and fans of the Aztez facebook page which environment they wanted me to build next and they voted for Chapultepec! I also promised a timelapse of the construction. Here it is!
On Pride And Heritage
As it turns out, I am 50% Mexican and 50%...random European smattering. I don't feel at all connected to my European ancestry and you will never hear me talking about it. In general, I find everything European pretty boring and thinking about that half of my genetic code is just not exciting. Sorry, Mom! I do feel a strange connection to the Mexican side of me, though. It's strange because the Ruiz family (very large extended family of Mexican American Catholics) don't exactly carry around their Mexican ancestry on their sleeve. Despite being fluent Spanish speakers, I never even hear the previous generation speak Spanish unless talking with THEIR elders, and apart from the culinary and holiday traditions, the Ruiz family I am familiar with doesn't really have their heritage on display.
“Hour Zero” Or, When Expression Begins
I had a very interesting conversation with a good friend of mine (this particular friend is one of the most technically minded game thinkers I've ever known, as both a player and a designer), where after reading my Bayonetta combat analysis, brought up the issue of discovering mechanics through experimentation. In the combat analysis I mentioned that Bayonetta doesn't appear to have a substantial air game until you discover (and then learn to execute) a specific exploit inherent in this one obscure mechanic. The only reason I knew about this exploit (and a lot of the game's other rules systems and technical properties) was because I bought a specially made guide and I resent the developers for this.
Combat Analysis: Bayonetta
You knew it was coming! The game I regularly rave about as containing the finest combat engine ever devised is going to get its own analysis. It simply doesn't make sense not to. Heads up! This one's going to be a doozy. *cracks knuckles*

ABDN’s God Of War 2 Review
This incredible GEM just happened to me: please see Action Button Dot Net's God Of War 2 review. The review ends with this:
"It is not entirely right of me to fault Sony Computer Entertainment Santa Monica for making this game. Surely they knew that all of the above was true, and that all of the above would make a successful game. Shame on them for indulging us, but shame on us for wanting it. Shame on us for coming to expect this sort of skullfucking as 'fun'. This isn’t fun. It’s a nervous tick. It’s a bad habit. It’s obsessive compulsive behavior. It’s going through an entire box of q-tips in a day, because rubbing the inside of your ear feels so good the first time that you just can’t stop, and you eventually start to tell yourself that those little clumps of blood on the cotton are just really dark, moist bits of earwax that you’re better off without."
Action Button Dot Net
Action Button Dot Net is a website that has been recently put in my lap by one of its writers. It is an absolute GOLDMINE of sharp and painful truth (monofilament blade sharp). Anything that swims through their highly critical frustum is most likely to get exactly what it deserves, whether you think it should or not, and having absorbed a key collection of the site's writings over the course of the last week I can tell you I feel like I've been repeatedly scraped over a whetstone.
Why I’m Doing This
I recently got into a super interesting conversation with the guy that wrote this article on the game God Hand (an entirely remarkable game experience; his write-up is fascinating and worthy of your attention). He's a brazen and intelligent mandude (we need more of these) who at some point in our very engaging conversation asked me an important question. "Why do you do this? Why design and criticize beat 'em ups?" I realized that before I could answer him I had to do a little digging and this is what I brought back up with me from the hot, wet mind-earth.
