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Review

Tomb Raider is a Wonderful Game (and a Terrible Movie)

By Gingy Gibson • March 30th, 2018

Movie adaptations of video games are nigh on impossible to get right. Tomb Raider is no exception.

Last Week's Comics

Last Week’s Comics 3/28/2018

By Michael Edwards • March 28th, 2018

Team Unwinnable’s Michael Edwards is happy to delve back into the world of everyone’s favorite rabbit ronin.

Gingy's Corner

The Merchant Memoirs

By Gingy Gibson • March 27th, 2018

The Merchant Memoirs is odd.

The Merchant Memoirs is a kinetic visual novel, meaning that you just read the story without making any choices.

Where the Water Tastes Like Wine Betrays the Heart of Storytelling

By Jeremy Signor • March 26th, 2018

Storytelling is dynamic. Where the Water Tastes Like Wine makes it feel static.

Last Week's Comics

Last Week’s Comics 3/21/2018

By Ian Gonzales and Michael Edwards • March 21st, 2018

Team Unwinnable check back in with the X-Men and share their thoughts on Generation X # 87 and Old Man Logan # 36.

Gingy's Corner

Gingy’s Corner: Entschuldigung

By Gingy Gibson • March 19th, 2018

This is what happens when you do everything perfectly for 90% of a horror story and then bugger it all up by taking the last twist too far.

Last Week’s Comics 3/14/2018

By Michael Edwards and Sal Lucci • March 14th, 2018

Team Unwinnable shares their thought on Frankenstein Alive, Alive! #4 and Gideon Falls # 1.

Getting Hot Under The Collar with Superhot: The Card Game

By Khee Hoon Chan • March 13th, 2018

Given the game’s primary conceit of time moving only when the player does, Superhot feels like it will translate well into a tabletop game, with replicating Superhot’s central mechanics of letting players pause and parse their next move a natural fit.

Last Week's Comics

Last Week’s Comics 3/7/2018

By Ian Gonzales and Sara Clemens • March 7th, 2018

Team Unwinnable shares their thoughts on Saga # 49 and The Terrifics # 1.

Kingdom Come: Deliverance – Myth-making and Historical Accuracy

By Reid McCarter • March 2nd, 2018

“Making Henry believable is a process of selection – of sorting out what’s important to Deliverance’s designers and what isn’t. It reflects, in its own small way, their priorities.”

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