faea's house

articles

all the larger pieces I've written on games. ~*ʚїɞ*~

Makai Toushi Sa・Ga for the WonderSwan Color

May 10, 2026 ~ Discussing the elegant, haphazard chaos of the first entry in the SaGa series, the WonderSwan Color version of the first entry in the SaGa series, and the positive aspects of remaking an existing work.

Metroid Discussion

March 24, 2026 ~ The first Metroid game gives us a lot to talk about: the elegance of how combat challenges are built, the deep replayability of a game whose progression is entirely knowledge-driven, and what's up with that 30hp respawn?

Galaga '88 Discussion

March 16, 2026 ~ Exploring both the intense and extremely well-considered play of Galaga '88, and the extremely calming presentation that helps its sessions to become relaxing rather than overwhelming.

Pocky & Rocky Discussion

February 14, 2026 ~ Talking about the shoot-'em-up-ish Pocky & Rocky, how arcade-style games expect you to approach them, and how adhering to that turns this seemingly-overwhelming game into something rather breezy.

Finding Artistic Inspiration in Touhou's Early Days

January 21, 2026 ~ Exploring the growth of an artist through two of their earliest games, and the different places that inspiration can take root from.

"Oh, that's neat!" ~ Things I Love in Games I Don't

December 27, 2025 ~ Discussing some standout parts in games that I wouldn't otherwise give myself an outlet to talk about.

MOTHER and Childhood Through Play

December 1, 2025 ~ Exploring the potential of expressivity through difficulty, through a game that makes itself easier than its contemporaries – and the extremely special experience that lends itself to.

Wordless Storytelling in Subterranean Animism

October 27, 2025 ~ Exploring the depth and potential of expressivity in games through analysing Touhou's most confident outing.

Tale of a Runaway Dog ~ A DOGSITR Retrospective

April 20, 2025 ~ A short reflection on DOGSITR: Dog Version, my short virtual-pet experience and my first ever game! I discuss some of the interesting ideas I played with, some shortcomings, and the challenges of charging head-first into development without really knowing what I'm doing.