Woodstock 1969, in contrast, treats the entire festival as a backdrop for a lackluster lesbian love story, ignoring the social, political, and especially artistic aspects of the time that allowed Woodstock to come about and be so memorable in the first place.
In Umiro, seeing the hues of color seep back into the city is more than just the exhilarating thrill of completing another level in a game. It’s the bittersweet relief of recovering a missing memento, of finding something you thought was lost for good.
The Souls series by From Software has become something of a guidepost for difficulty in games. It’s become common to use the series as a reference when discussing a particularly tough game, with quotes like “It’s as hard as Dark Souls” now serving as a selling point. It can be eye-rolling when tossed around too much. The problem with this kind of labeling is that the Souls series is so much more than combat. It’s lore, level design, atmosphere–things that most clones of the series forget. Yes, the games punish careless play, but the reason they have become so beloved is because
Antigravitor, an upcoming futuristic racing title, has no qualms about tossing realism out of the proverbial window; most of the time I’m just careening through the race tracks, the hoverbike whizzing by so quickly that the lights trails in the course make me feel like I’m inside a long-exposure shot.
In high school, much of your reputation rides on the groups you choose to associate yourself with. It says a lot about who I am as a person, then, that I spent lunch hours playing Magic: The Gathering with a small group of friends rather than in the cafeteria mingling with the rest of the “cool” population. Looking back on it, those lunch periods are probably responsible for a wide swath of my most cherished memories of the four years spent at that school. To this day, Magic holds a special, and permanent, place in my heart. However, as I grew
In the absurdist play Who’s Afraid of Virginia Woolf?, the feuding couple, Martha and George, skirts the thin line between illusion and reality in their marriage. One eventful evening, Martha invited a young couple to their place for some drinks on a whim. The hosts—probably one of the worst pair in the history of theater—then pummel one other verbally in front of their guests, trading increasingly vindictive insults as the couple squirmed at the spectacle. After bickering over a series of incidents involving their son, the evening culminated with George gleefully telling Martha that their child had just died in
“This makes me want to set myself on fire,” Stu Horvath immediately replied after I sent him a 9-minute video of the LocoRoco remaster. That might have been a smidge of an overreaction but there is one specific aspect of the news that makes me want to vomit: the “remaster” part. There’s no reason that the (excellent) 2006 PSP exclusive needed to be “remastered.” Yes, this underplayed gem should be made available for more people to play. However, what about this game needed to be “remastered” for 4K? No part. In fact, as more and more games from the early 2000s
Little Nightmares is incandescently lovely. It has the kind of look that feels like a showroom model for how good the Unreal Engine is. At the same time, Little Nightmares might be one of the worst games I’ve played, mechanically, in a long time. In short, this is the prettiest game I never want to play again. In Little Nightmares you play a yellow rain coated creature/child, trying to escape from the bowels of some sort of nightmare ship. Everything wants to eat you as if you are the finest of delicacies, every corner is dripping wet and affected –
From gameplay to art direction, The Legend of Zelda: Breath of the Wild is an unabashed triumph. In many ways, it has set a new standard for open-world games in terms of both freedom and exploration. Sound design is also a high point; the sound of Link’s feet on stone and the little cooking tune are fantastic touches in a tremendous work of sound. At the time of this writing, I have sunk thirty or so hours into BotW, and no doubt will play many, many more. For all the good that Breath of the Wild brings to the table, however, I
During the delirious early morning hours of our second Kickstarter telethon, Stu Horvath, speaking to no one in particular, announced, “The funny thing about Wizards & Warriors II: Iron Sword is that Fabio is on the cover.” Everyone on the stream – Unwinnable editor-at-large Charles Moran, Unwinnable contributor Matt Duhamel and game designers Teddy Diefenbach and Nina Freeman – suddenly had a joke to make. One joke was particularly portentous: someone compared Fabio’s barbarian girdle to a wrestling belt. It was the birth of a Twine game. Teddy quickly created an open design doc and a rough plot followed suit. What
There isn’t always a lighthouse… In a recent Team Unwinnable survey, members were asked to rank, in order of importance, four of our ongoing construction projects: digital distribution pipelines, members only forum, an official store and our fortress on Unwinnable Island. That last one was a joke. We don’t have a plan to build a secret island headquarters. We don’t even own an island (or do we?). Of course, the good people of Team Unwinnable voted overwhelmingly for Unwinnable Island to be our first priority. We hate to disappoint, so Matt Duhamel volunteered to create Unwinnable Island from scratch in