Game Localization Writer | Author, The Legend of Zelda - A Complete Development History | @ZeldaWiki | Prev: PM @Zomato, Writer @GIBiz, EiC @Siliconera
"The Legend of Zelda - A Complete Development History" is finally complete. I spent 3.5 years on the research and another 6 months putting it all together. You can grab the free eBook (and the wiki version with citations) here: https://t.co/f2P40YkMxX
@SaGa_NeilB I was just playing the demo for Emerald Beyond the other day, and I LOVED how the EN dialogue sounded like the sort of thing you'd hear back in the '90s. Gave the a game a real unique sensibility!
@momocashew Came by this account entirely by accident because of a mutual, and then happened to spot "Mili" in one of the pics you posted. I was the EN localisation editor for Ender Magnolia! You guys did such a terrific job on the music!
As high-profile websites vanish, it’s a reminder that the web has no built-in archival layer.
But some publishers are now blocking the Wayback Machine.
What’s at stake if the web stops being archived? Our new FAQ explains: preserving the public record matters. 🌐📚 https://t.co/fifJnv3xiu
The aiming reticle, auto-aim on the cards, the jump indicator, and lots of other design features were meant to ensure that anyone could play American McGee's Alice. And the conversation during development around difficulty and what made "a game a game" was one of the more contentious topics.
There was a programmer on the project who felt strongly that more demands should be made on the player - that ammo should be made scarce and that enemies should be harder to knock down. At one point, the game was tuned this way - since this guy controlled the code that dictated the tuning - and the enemies became damage sponges.
If I recall correctly, we waited until this guy was out at lunch one day and re-tuned things to feel more casual. When he returned, we told him not to change it back. There may have been some additional words said to make that request stick. He wasn't happy.
So when I see people talking about how difficult the game is, I wince. That is the opposite of what I had in mind. Though it should be noted that some of the notoriously difficult spots (looking at you 'river through the vale of tears') had more to do with physics/engine limitations and less to do with intentional design choices. Sometimes, even the tech will fight you to make things harder 😂
As I said in another tweet on this topic recently, different people have different ideas of what constitutes a "game" for them. And even within a given development team, not everyone is going to agree. It's also the case that even when this is "my" game, I was not able to get a 1:1 translation of my intentions into the final game.
Okay everyone, its time for my last game to launch (on 22 April). After 40 years in the industry I love with all my heart, this is the most significant event in my life (other than the birth of my son). All I ask is for you to be curious enough to give it a try.
https://t.co/zIrHpwimWO
wishlist on steam: https://t.co/Ogow6YNXfh
Yorhel has passed away
He was known for running vndb, a website he created back in 2007
The moderation team is working to preserve the website but cannot provide details at the moment
@James_Batchelor There's a couple of fascinating interviews with Nintendo Dream and Famitsu that you can check out once you're done with the game. I expect you'll find them enlightening!
Today, February 16, 2026 marks the 30th anniversary of CyberConnect2.
To commemorate, we will begin development of .hack//Z.E.R.O., a new original game. This title will be fully self-published by CyberConnect2, from planning to development to release.
#hackZERO#dothack