Francisco Dominguez
dominguezf.bsky.social
Francisco Dominguez
@dominguezf.bsky.social
Writes about games sometimes. Bylines: New York Times, IGN, Epic Games, PC Gamer, Polygon, Slate, Nintendo Life.

Fjdwrites(at)gmail.com

https://muckrack.com/francisco-dominguez-3
Pinned
Once upon a time, whenever Kirby came to the West he was kinda furious about it.

For Polygon, I spoke to Nintendo’s former Localization Director Leslie Swan, former PR Manager Krysta Yang @kitandkrysta.bsky.social and 8-4's John Ricciardi @johntv.bsky.social to find out why.
Reakktor Studios waited decades for someone, anyone, to make a spiritual successor to PS1 cyberpunk flight sim G-Police.

They told me what happened when they got fed up of waiting and made it themselves.

store.epicgames.com/en-US/news/g...
G-Rebels gets the cyberpunk flight combat sim to finally take off
Reakktor Studios waited decades for someone to revive an overlooked PlayStation classic. The developers tell us how they got fed up with waiting and made it themselves.
store.epicgames.com
December 22, 2025 at 12:25 PM
Reposted by Francisco Dominguez
We spoke to a dozen professional concept artists who are currently or have previously worked in game development about whether generative AI image tools have made their jobs any easier.

Zero said it did. Most said it made things harder.

thisweekinvideogames.com/feature/conc...
Concept Artists Say Generative AI References Only Make Their Jobs Harder
“The ‘early ideation stages’, when worlds are being fleshed out by writers and artists, are literally crucial to the development of a game’s vision,” said one artist.
thisweekinvideogames.com
December 18, 2025 at 9:06 PM
Reposted by Francisco Dominguez
I'm back at Nintendo Life talking about Rayman 2: The Great Escape – out now on NSO.

I've never forgotten its oddball creativity in a time when a braver, weirder Ubisoft tested the limits of the 3D platformer.

(Partly because I played the opening dozens of times, as I didn't own a memory card!)
December 17, 2025 at 10:32 PM
Reposted by Francisco Dominguez
Delighted to see this piece up! Massive thank you to all the women who shared their experience with me for this 🖤

www.gamesindustry.biz/a-decade-on-...
A decade on from Gamergate, how has the games industry changed for women?
Some of gaming's most influential women share their experiences, along with what still needs to be done
www.gamesindustry.biz
December 17, 2025 at 3:51 PM
I'm back at Nintendo Life talking about Rayman 2: The Great Escape – out now on NSO.

I've never forgotten its oddball creativity in a time when a braver, weirder Ubisoft tested the limits of the 3D platformer.

(Partly because I played the opening dozens of times, as I didn't own a memory card!)
December 17, 2025 at 10:32 PM
Reposted by Francisco Dominguez
The first Aussie Bluey game may be the first to share the show's respect for young audiences.

Halfbrick Studios, Screen Australia's Head of Games and @jasonimms.bsky.social explain why kids and Australian developers deserve more from their homegrown icon.

www.theguardian.com/games/2025/d...
Bluey’s Quest for the Gold Pen: after some misfires we finally have the first good Bluey video game
The new Bluey game is the first made in Australia, the first to involve creator Joe Brumm and the first to respect the kids playing it
www.theguardian.com
December 14, 2025 at 10:48 PM
Reposted by Francisco Dominguez
this interview is essential reading for SILENT HILL fans 🐜🦟🦗 i know i wrote it 🤧 but 😇😈 silent hill f producer motoi okamoto and scriptwriter ryukishi07 were just so honest with me about their vision for the franchise, and what they need from you...

www.gamesradar.com/games/silent...
Silent Hill f writer knows you don't really want to see "a happily ever after," and the game's horrific portrayal of young womanhood makes it my GOTY
Year in Review 2025 | Konami returns to Silent Hill with a steel pipe and a wedding veil
www.gamesradar.com
December 15, 2025 at 3:18 PM
Reposted by Francisco Dominguez
One last new byline (and a big one!) before the year ends: For Epic Games, I interviewed @owlcatgames.bsky.social's Leonid Rastorguev and Alexey Drobyshevsky, who revealed the design and tech evolution and challenges behind The Expanse: Osiris Reborn. Read here: store.epicgames.com/en-US/news/t...
The Expanse: Osiris Reborn developers are pushing fidelity and scale to the next level
Owlcat Games’ third-person ARPG takes cues from the studio’s past while charting a new path forward.
store.epicgames.com
December 15, 2025 at 4:20 PM
The first Aussie Bluey game may be the first to share the show's respect for young audiences.

Halfbrick Studios, Screen Australia's Head of Games and @jasonimms.bsky.social explain why kids and Australian developers deserve more from their homegrown icon.

www.theguardian.com/games/2025/d...
Bluey’s Quest for the Gold Pen: after some misfires we finally have the first good Bluey video game
The new Bluey game is the first made in Australia, the first to involve creator Joe Brumm and the first to respect the kids playing it
www.theguardian.com
December 14, 2025 at 10:48 PM
Reposted by Francisco Dominguez
I spoke to Halfbrick Studios CEO Shainiel Deo about making the first Aussie Bluey game in the pup's Brisbane hometown.

With a story by Joe Brumm, it's likely the last Bluey we'll see from from the show creator until the 2027 movie.

www.abc.net.au/news/2025-12...
Brisbane studio brings Bluey home with new game
Halfbrick Studios, the company behind Fruit Ninja, has created the first ever Bluey video game made in Australia.
www.abc.net.au
December 8, 2025 at 10:07 PM
I spoke to Halfbrick Studios CEO Shainiel Deo about making the first Aussie Bluey game in the pup's Brisbane hometown.

With a story by Joe Brumm, it's likely the last Bluey we'll see from from the show creator until the 2027 movie.

www.abc.net.au/news/2025-12...
Brisbane studio brings Bluey home with new game
Halfbrick Studios, the company behind Fruit Ninja, has created the first ever Bluey video game made in Australia.
www.abc.net.au
December 8, 2025 at 10:07 PM
Reposted by Francisco Dominguez
NEW: I spoke with the reporters behind Post Games, Aftermath, Game File, People Make Games, Rogue, and Rascal News to learn about the trials and triumphs of going independent in a shifting game media landscape dominated by conglomeration and layoffs.
December 4, 2025 at 10:07 AM
@jasonimms.bsky.social Hey Jason, I'm working on a Guardian Australia piece about Bluey video games and why Aussie devs didn't get a shot at the franchise.

I remembered your tweet from two years back, and wanted to ask if you'd be interested in giving an Aussie dev's perspective on the topic?
December 1, 2025 at 10:43 PM
Reposted by Francisco Dominguez
I've just hit my third month at @rascal.news and am grateful and humbled to be part of this amazing crew. I've learned a lot here as the resident greenhorn, and I would love to share some pieces I've written for the site.
November 30, 2025 at 1:10 AM
Reposted by Francisco Dominguez
"oh, don't forget to highlight, in bright red, the two-letter word in the tagline! the two letter word that's kind of the whole point of this clever ad campaign! the two letter word that links this show to the horror movie of the same name!"

"no problem boss. i'm on it"
November 29, 2025 at 8:51 PM
Reposted by Francisco Dominguez
Dispatch's success has helped break the AA narrative genre's losing streak.

I dug into how Dispatch models how dropping adventure game convention – in this case the very concept of level design – can help a struggling genre rediscover its reason to exist.

www.gamesradar.com/games/advent...
Dispatch's success shows a way forward for a struggling AA narrative genre
Opinion | Dispatch is an adventure game that ditches age-old "adventure" gameplay – and it shows how similar titles could re-find their purpose
www.gamesradar.com
November 25, 2025 at 11:02 PM
Easily my fave scene from the entire game, I ended up booking a karaoke session just to have an excuse to belt out Bitch by Meredith Brooks shortly after playing it. Great behind-the-scenes piece on how it came together.
Sat down with the folks at @adhocstudio.com to talk about Dispatch's best scene and how the team made the most out of its most chaotic, violent, and hilarious five minutes.
How Dispatch’s Best Scene Came Together
In an exclusive interview with Kotaku, AdHoc breaks down the most chaotic moment of its superhero workplace comedy
kotaku.com
November 26, 2025 at 4:20 AM
Love Harada. Is Tekken pursuing cultural authenticity because it's the right thing to do? Nah, it's just because everyone's a smart-ass these days.
November 26, 2025 at 1:01 AM
Dispatch's success has helped break the AA narrative genre's losing streak.

I dug into how Dispatch models how dropping adventure game convention – in this case the very concept of level design – can help a struggling genre rediscover its reason to exist.

www.gamesradar.com/games/advent...
Dispatch's success shows a way forward for a struggling AA narrative genre
Opinion | Dispatch is an adventure game that ditches age-old "adventure" gameplay – and it shows how similar titles could re-find their purpose
www.gamesradar.com
November 25, 2025 at 11:02 PM
Reposted by Francisco Dominguez
I played the new Dragon Quest 7 remake in the same way I played my first DQ game on the ZSNES emulator: With the battles on fast forward and cheat codes to give me more XP so I could skip the grind.
With Dragon Quest VII: Reimagined, Square Enix turns up the dial on "quality of life" features that let you dictate just how quickly you can blitz through its traditional RPG trappings. [Preview + Interview]

thisweekinvideogames.com/feature/drag...
Speedrunning Nostalgia in Dragon Quest VII: Reimagined
The remake of yet another RPG once out of reach for several regions unintentionally brings back a retro experience of a very specific kind.
thisweekinvideogames.com
November 21, 2025 at 12:14 AM
Reposted by Francisco Dominguez
Persistence paid off for schoolboy game dev @rockandrollmachine.bsky.social when he landed a publishing deal for his first game, Total Wormage (aka Worms), at a trade show.

Listen to the untold story of how Andy designed a game at school that became a global sensation.

Out now: apple.co/47PAhUk
November 18, 2025 at 9:08 AM
Civ 7 and Football Manager 26 left basic UX functionality far too late, a self-inflicted lethal blow to first impressions.

A UX expert reveals how poor planning, understaffed teams and internal compromises too often make launch UX "a real hot mess".

thisweekinvideogames.com/feature/when...
Football Manager 26 and When User Experience Goes Wrong
At launch, Football Manager 26 players discovered the UX was only just warming up. We asked an expert: why do devs leave UX until extra time?
thisweekinvideogames.com
November 17, 2025 at 12:52 PM
Reposted by Francisco Dominguez
You're only ever fighting an attention span war if you accept up-front the premise that you are fighting an attention span war, and if you accept that, you WILL lose, because you are incapable of being interesting. It's a loadbearing (and disrespectful) misunderstanding of your fellow humans
November 14, 2025 at 9:31 PM
Reposted by Francisco Dominguez
this is so cart-before-horse to me. i don't accept that people's attention spans are shorter in a way that has to matter. the problem is that we keep thinking that and "complying in advance" with the imagined boogieman of "people not paying attention nowadays". nothing done in that direction helps
You wanna know why we're having nag line discourse in 2025? Because developers know we're fighting an attention economy war we'll lose no matter what. Players don't read, have TikTok open next to them, god forbid we are scared you miss something and then blame us for not giving you all the info.
November 14, 2025 at 9:10 PM
Reposted by Francisco Dominguez
Really chuffed to have @dominguezf.bsky.social back on TWIV with another killer long read.

He speaks to UX expert @celiahodent.com for some fantastic context behind how and why some games feel so awful to navigate at launch (which feels like it’s happening way more than it should lately).
When Football Manager 26 launched after a year-long delay, players immediately noticed its unpolished frontend UI and confusing design.

Now, it sits alongside Civilization 7 as another catastrophic example of user experience (UX) gone wrong in 2025.

So, we asked an expert: How could this happen?
Football Manager 26 and When User Experience Goes Wrong
At launch, Football Manager 26 players discovered the UX was only just warming up. We asked an expert: why do devs leave UX until extra time?
thisweekinvideogames.com
November 14, 2025 at 10:11 PM