The Burnt Offering On Preconceived Notions By Stu Horvath • February 21st, 2017 How do you create criteria to find more surprises that defy your criteria?
Steamworld Heist and the Goldilocks Difficulty By Matt Sayer • February 21st, 2017 ‘Difficult’ shouldn’t mean massive enemy HP bars and single-hit deaths. As Steamworld Heist shows, a good challenge should be about skill, not stubborn persistence.
When Narrative Plays Second Fiddle By Khee Hoon Chan • February 21st, 2017 “Inventive gameplay is still what sets videogames apart from other mediums.”
The Prettiest Nightmare By Matt Sayer • February 17th, 2017 Unspeakable horrors await you as you road trip across the unsettling beauty of small-town America.
A Good Death By Sophie Turner • February 17th, 2017 Death is often mishandled in videogames, but an upcoming release promises a different approach underpinned by a movement of death positivity.
The Three John Wickiest Games By David Shimomura • February 13th, 2017 David Shimomura recreates that John Wick feeling in some popular shooters.
Backlog Neither Here Nor There By Gavin Craig • February 10th, 2017 Gavin Craig dials the time machine to 1994. His destination? Final Fantasy VI.
The McMaster Files Far Harbor By Jason McMaster • February 10th, 2017 Fallout 4‘s Far Harbor may be impossible to play, thanks to Jason’s memories of the real Bar Harbor.
Here's the Thing e(ternal?)Sports By Rob Rich • February 10th, 2017 The future of mobile eSports is cash and prizes.
Checkpoint: We Can’t Win All the Time By Corey Milne • February 10th, 2017 If games are about winning, what do you play if you want to lose?