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tombattey.bsky.social
Writer, narrative designer and games educator in U.K. HE. Based in Yorkshire. Tombattey.com
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Finally finished Metaphor ReFantazio this weekend. Just a tick over 97 hours. My word. It’s an excellent game with some real heart. First-class turn-based combat and job system. Like every Altus RPG I can remember playing, it’s about 20-30 hours too long, but I think that’s the draw for some.

Depression is a protective urge; a chemical drive to return you to the safety of your innermost den to wait for a storm to pass, a bone to knit, a wound to heal. Civilization provides eternal psychic wounds from which there is no relief to be found in retreat, a storm which will never blow away.

OPPORTUNITY Narrative internship! Guildford UK with the lovely people at Serious Point. Not affiliated, shares welcome! docs.google.com/forms/d/e/1F...

OPPORTUNITY - Creative Director Not affiliated. Shares welcome career.paradoxplaza.com/jobs/5562404...

hi folks! I’m urgently looking for game writing and narrative design work. I’ve been in the industry for over 5 years, have AAA and indie experience, and love working as part of a team. I also do editing and consulting work! ✨ www.nessacannon.com

Soul Reaver 2 is really different, huh? The first felt a cool interconnected world full of puzzles and mystery. So far this one kinda feels like long, drab corridors full of crap fights. And lots and lots of talking.

The challenge I have with getting research done is that it pretty much requires my brain to be in an optimal state to get anything useful done. Half the day is spent coaxing my brain into a space where I can get a few hours of genuine creativity and productivity out of it.

Finished Soul Reaver 1 last night. It’s amazing how well the aesthetics hold up. The whole presentation is still deeply cool; I can see why I was obsessed with the demo as a kid, and why there’s such a passionate fan community to this day.

Here’s Bramble, really helping out with today’s research… #cat

Put a bunch more time into Eternal Strands this weekend; explored four major areas, beaten three of the big bosses, and made it to Act 2. Really enjoying it so far, and here are a few small things that really stand out:

OPPORTUNITY - Narrative Director, Ubisoft, Fulltime, Bordeaux Not affiliated, shares welcome gamejobs.co/Narrative-Di...

Heismay absolutely hates being the Merchant class, and tells you so every turn of battle. #metaphor

Vita update: still bloody works! Whatever batteries Sony used in these things are magical - certainly in comparison to modern handheld anything where if you leave it unplugged for longer than 30 mins the battery either irreversibly dies, leaks or explodes…

Unearthed my PS Vita this morning - and my god, was it always this tiny?

A few hours into Eternal Strands, and the optional dialogue does a really nice job of suggesting a larger world with complex history and politics, while the game itself is focused entirely - it appears so far - on one contained location. Nice use of writing as both worldbuilding and scope control.

The Video Game History Foundation Library is now in early access. For free. For everyone. Wherever you are. Read more: gamehistory.org/vghf-library...

🚨GAME JOBS! 🚨 We're hiring at Unknown Worlds for Subnautica 2 🐟 in multiple fully remote roles! 🌍 We're hiring: 🏜️ Lead Environment Artist! ⛰️ Level Designer! 👩‍💻 Narrative Designer! Apply here: unknownworlds.com/en/careers #gamejobs #unrealengine5 #subnautica

Some truly heinous platforming mid-way through Soul Reaver. That classic feel is a double edged sword, it seems - I am glad we’ve moved past the days of having to re-walk half a cathedral every time I balls up a badly-space jump.

Few more hours into Soul Reaver and this is some A+ 90s block puzzle design. I miss this shit, more modern games should shove you in a room full of cubes and make you sort ‘em out.