Playing Lovers with S. was more than just a chance to play together, it required trust.
Read MoreWe can kill the alien, destroy the nest, leave the accursed necropolis behind entirely – but we cannot escape ourselves
Read MoreBUY2BILLIONFOLLOWE is not just what is in the game itself; it’s also what you bring to it.
Read MoreWhat Animal Crossing excels at so entirely that it is barely discernible, is allowing the player to live their life how they imagined it might be as a child.
Read MorePerhaps it was the secrecy of the demo or that I was starved for new games, but I immediately fell hard for this blue raccoon and his gang of misfit, would-be Robin Hoods.
Read MoreWith so much of Go’s appeal hinging upon compelling you to get out and about wherever it is you reside, it is frustrating that there is so little to be found once you are actually there.
Read MoreThese games are weird, and awkward, sometimes completely beyond categorization, and represent some of the coolest games I had the chance to play this year.
Read MoreIt's rare that I've ever seen games be retroactively improved by the release of new ones, yet I find myself appreciating Horrorshow's work more and more as her gallery of strange and intriguing worlds to explore continues to grow.
Read MoreI’m often cautious about getting too hyped up for new releases in case I come away that much more disappointed if they fall short, but I’m feeling pretty safe with Jenny LeClue and now need to distract myself before I get too enthusiastic and this post turns to gibberish.
Read MoreI think a lot of games could learn from Persona 4 in how sometimes lightening the mood and giving players time to catch their breath can have a far bigger impact than rolling dead ahead as ferociously as possible before the game wraps up.
Read MoreLast week Valve unrolled a feature that would allow people to sell Skyrim mods on the Steam workshop. It wasn’t a mandatory requirement all mods be paid or listed on the marketplace, but there was now a legal infrastructure to allow modders to be paid for their work. A few hours ago Valve announced they would be removing this feature and issuing refunds to anyone who had purchased a mod.
Read MoreAs I’m writing this GamerGate is entering its 8th month of ongoing terror and intimidation across social media. It’s been a horrendous period in games, destroying people’s lives, driving people out and away from the games industry, permanently scarring the reputation of games in the public eye, causing universities to cut funding for games programs, and showing no signs of stopping anytime soon as its advocates continue to find new, even more horrific methods to try and drive out their adversaries.
Read MoreClose your eyes and think of what the word “game” first brings to mind. For myself and I imagine a lot of people born before 1995, that image was something 8 or 16-bit. Maybe Mario, of MegaMan, or one of the early Final Fantasy games. In my eyes, pixel art is the defacto aesthetic of games. It’s where they began and an art style they created, yet beginning around the release of the Playstation, there’s been a trend in games to abandon the style in favor of attempting as high a level of realism as possible with a game’s graphics. Only in recent years has the style been revisited, mostly by indie developers, and yet the response I so often see toward it is not one of appreciation but accusations of developers being “lazy”, “incompetent”, or “unimaginative”.
Read MoreI’m not exactly sure where the mindset originated (though if I had to guess I’d say with young people without a large income), but for a large segment of the gaming community a game’s length is often viewed as one of the deciding factors in whether they decide to purchase/play it. It seems absurd to me, as after all nobody says they only read books that are over 1000 pages or albums with more than 20 tracks, but for whatever reason games are uniquely singled out as being required to provide dozens and dozens of hours of content, or else be written off as a poor value or even somehow degrading games as a whole with their meager offering.
Read Moreitch.io is the latest of these, or at least the one I’ve been hearing about the most. It’s a site dedicated to independent games with a focus on developers and flexible monetization. It doesn’t sound too radical when you put it that way, but as I dug deeper into the site, I began to see how itch.io drastically differs from other distribution platforms; in ways that significantly alter the message the site seems to driven by, and the impression I got of how it chose to present it. Though in some ways the site still feels as if it's in its infancy, these differences are exciting and noteworthy enough to warrant discussing.
Read MoreMy biggest concern would be how Turbogun balances its difficulty as later levels become more complex, but the small slice I experienced has me eager to see where the project heads. Even with my limited exposure to the game, there's a clear feeling that Master Spy knows what it wants to do, and even if it doesn't quite achieve its goals I have no doubt it will still get there with ample amounts of style.
Read MoreI’ll be the first to admit that I cringe a bit anytime someone tells me about a free-to-play game. It’s a reaction I’ve seen among a lot of people lately, and it’s frustrating because I don’t think F2P as a monetization system is inherently bad. In fact, I feel it’s the inevitable and ideal future of a lot of games, allowing for greater financial success and longevity for developers, and the ability for players to try a game before spending a dime in a way demos can’t provide.
Read MoreIf you’re an economically conscious gamer you’ve likely noticed as of late that we seem to have fallen down a rabbit hole of continual discounts, bundles, and money saving subscription services to the point it’s becoming difficult to even keep track of them all.
Read MoreIt took a long time to get here, folks, but we seem to finally be entering a stage of video games being taken seriously as a medium for storytelling.
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