The Cinematography of Horror Games By Matthew Byrd • November 17th, 2016 “The fact that no one clear camera solution exists means that the horror genre serves as a playground for video game cinematography.”
A Diary from PAX Australia, Part Three: Hand of Fate 2 By Matt Sayer • November 17th, 2016 A look at what’s new in the deck-building action game Hand of Fate 2.
Smash Up: Steam Early Access Impressions By Sam Desatoff • November 16th, 2016 A great table top game with a not-so-great digital counterpart…
A Diary from PAX Australia, Part Two: The AAA By Matt Sayer • November 16th, 2016 A look at the AAA offerings at PAX Australia 2016.
A Normal Lost Phone: Learning About Identity Through Objects By Khee Hoon Chan • November 15th, 2016 “You have just found a phone. Find out the truth.”
A Diary from PAX Australia, Part One: The Indies By Matt Sayer • November 15th, 2016 A look at the most interesting indie games from PAX Australia 2016.
Music Matters, Use it Wisely By David Shimomura • November 14th, 2016 Music can make or break a game.
Revving the Engine: Shape of the World By Stu Horvath • November 11th, 2016 Hot off his work on Gears of War 4, Stu Maxwell sat down with our own Stu Horvath to discuss his personal project, Shape of the World, a striking first person explorer.
Gone Gnome By Simon Best • November 11th, 2016 I have felt love in a game, but not with a woman, or man, or anthropomorphized robot. Instead, it was in the silent garden gnome of Half Life 2: Episode Two.
Love Issue – Theme Recap By Team Unwinnable • November 11th, 2016 September was Unwinnable’s month of love.