Anti/Villain

Anti/Villain

Professional wrestling has portrayed clear-cut villains for over a hundred years. Colin Rowsell examines the history of faces and heels in pro wrestling and how its simple storytelling techniques inform videogames.

Anti/Villain

Almost every modern videogame with a story or plot has a major villain or boss to be defeated at the conclusion. Rowan
Kaiser pines for a time when this was not always so, such as the RPG masterpieces Ultima IV and VI.

Anti/Villain

The final boss of a platformer may be easily defeated while the combined pits, spikes and wall-traps leading to his chamber are stained with the blood of a hundred reloads. Kevin Hoole explains how the environment can be the harshest villain in videogames.

Anti/Villain

With the medium's special limitations, making an effective villain is hard to do in videogames. Richard Dansky is a master at the craft and he imparts his villainous wisdom on how to create the perfect adversary for the player.