<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Back-to-Logging on thinking (of) video games</title><link>https://www.thinkingofvideogames.com/tags/back-to-logging/</link><description>Recent content in Back-to-Logging on thinking (of) video games</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Mon, 21 Sep 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://www.thinkingofvideogames.com/tags/back-to-logging/index.xml" rel="self" type="application/rss+xml"/><item><title>Thoughts on Splatoon Raiders</title><link>https://www.thinkingofvideogames.com/posts/thoughts-on-splatoon-raiders/</link><pubDate>Mon, 21 Sep 2026 00:00:00 +0000</pubDate><guid>https://www.thinkingofvideogames.com/posts/thoughts-on-splatoon-raiders/</guid><description>&lt;p&gt;Splatoon Raiders might be one of the tightest designed video games I&amp;rsquo;ve played this year. Everything in this game compliments each other. Your movement options, the enemies&amp;rsquo; attack patterns and the level design feed into each other brilliantly. The game naturally teaches you how to read it and how to deal with enemy constellations it throws at you. It becomes second nature to chart out your battle plan according to the enemies that spawn. For example, one bit of smart design is that the more long ranged or buffing enemies are better visible from farther away.&lt;/p&gt;</description></item></channel></rss>