Feature
Review: Skydrift
A couple days ago I wrote about downloadable games, ideally, being perfect little bites of gaming designed for the short experience. They’re either well-crafted, focused experiences, or they’re grasping for big budget success and gasping for air. Skydrift falls in
Review: Skydrift
A couple days ago I wrote about downloadable games, ideally, being perfect little bites of gaming designed for the short experience. They’re either well-crafted, focused experiences, or they’re grasping for big budget success and gasping for air. Skydrift falls in
VANQUISH and the Best of All Possible Worlds
VANQUISH is a videogame developed and published by Platinum Games for the PlayStation 3 and Xbox 360. The Xbox 360 version was played for the purpose of this review. It was directed by SHINJI MIKAMI. In Voltaire’s magnus opus, Candide,
VANQUISH and the Best of All Possible Worlds
VANQUISH is a videogame developed and published by Platinum Games for the PlayStation 3 and Xbox 360. The Xbox 360 version was played for the purpose of this review. It was directed by SHINJI MIKAMI. In Voltaire’s magnus opus, Candide,
The open roads of Skyrim
As a gamer I am what we call a chronic restarter. I’ve gotten better about it since I’ve started writing about games (as I have to beat things in a timely fashion), but as a kid I would restart Super
The open roads of Skyrim
As a gamer I am what we call a chronic restarter. I’ve gotten better about it since I’ve started writing about games (as I have to beat things in a timely fashion), but as a kid I would restart Super
Gobbowl Impressions
Since my current job gives me free reign over an Internet connection, I tend to avoid browser games for fear destroying my productivity. Even still my previous coverage of the game left me excited, so I was very happy to
Gobbowl Impressions
Since my current job gives me free reign over an Internet connection, I tend to avoid browser games for fear destroying my productivity. Even still my previous coverage of the game left me excited, so I was very happy to
Differentiating downloadable games
High speed internet has birthed the cheap downloadable game. If you’ve played video games in the past five years, you’ve no doubt played one: priced under $20, only a few hours in length, as opposed to priced at $60 with
Differentiating downloadable games
High speed internet has birthed the cheap downloadable game. If you’ve played video games in the past five years, you’ve no doubt played one: priced under $20, only a few hours in length, as opposed to priced at $60 with
Soundscapes: What sound does to games and brains
When a game is in development there is often a clear intent of whether the game is designed to be played in short bursts or in longer sessions. What you might not realize is that the audio of the game
Soundscapes: What sound does to games and brains
When a game is in development there is often a clear intent of whether the game is designed to be played in short bursts or in longer sessions. What you might not realize is that the audio of the game
When reviews go Rashomon
How does this happen? How do two review outlets write reviews that are diametrically opposed?
I’m not talking just difference of opinion: “This game is fun” versus “I didn’t enjoy this game.” That makes sense. No, I’m talking reviews that read like the differing perspectives of Akira Kurosawa’s classic film Rashomon: not just mere differences of opinion, but entirely different experiences of reality.
When reviews go Rashomon
How does this happen? How do two review outlets write reviews that are diametrically opposed?
I’m not talking just difference of opinion: “This game is fun” versus “I didn’t enjoy this game.” That makes sense. No, I’m talking reviews that read like the differing perspectives of Akira Kurosawa’s classic film Rashomon: not just mere differences of opinion, but entirely different experiences of reality.
The abstract artist: retro styling and narrative
I’ve covered a lot of games recently that have used retro RPG graphics to tell entirely different kinds of stories. And, thanks to Rock, Paper, Shotgun’s coverage of Wither, they found this really interesting quote from the game’s developer about
The abstract artist: retro styling and narrative
I’ve covered a lot of games recently that have used retro RPG graphics to tell entirely different kinds of stories. And, thanks to Rock, Paper, Shotgun’s coverage of Wither, they found this really interesting quote from the game’s developer about
A Game For Your Every (and Darkest) Desires: The Rise of Long Tale
This article is about niches. Why? It all started when I wrote this. Basically, all it said was that DLC should be all-pervasive, for although it is not the most inclusive distribution model there is, it certainly makes more sense than
A Game For Your Every (and Darkest) Desires: The Rise of Long Tale
This article is about niches. Why? It all started when I wrote this. Basically, all it said was that DLC should be all-pervasive, for although it is not the most inclusive distribution model there is, it certainly makes more sense than
Abstract art: Wither and magical realism
Wither’s a curious little game. It’s an RPG Maker title and it runs about thirty minutes (less for me. At some point I turned into an adventure game savant), and yet there’s so much to say about it. In a
Abstract art: Wither and magical realism
Wither’s a curious little game. It’s an RPG Maker title and it runs about thirty minutes (less for me. At some point I turned into an adventure game savant), and yet there’s so much to say about it. In a