The Promise of Stargazing in Destiny By Matthew Kim • October 13th, 2015 “Destiny promised a universe beyond the sky; slowly it begins to deliver upon that promise.” Matthew Kim compares exploration between Bungie’s Halo and Destiny.
Voice acting doesn’t sell games. But it does make them. By Jeremiah Cheney • October 12th, 2015 “Characters that draw you into the world and tell you a story are what elevate a functional game to a great game. And, when the voice acting is bad, it’s what drops a functional game to a lousy game.”
No Quarter, NYU Supports Indie Devs for Sixth Year By Riley MacLeod • October 12th, 2015 NYU brought indie game devs together with players for a sixth year with the No Quarter Exhibition. Riley MacLeod shot over to Brooklyn to check it out.
Video Game Voice Actors Preparing to Strike By Jeremiah Cheney • October 8th, 2015 SAG-AFTRA may be a funny acronym, but there won’t be anything funny when Steve in accounting is voicing your protagonist.
The Horror of Being Human By Kaitlin Tremblay • October 8th, 2015 “Both Resident Evil and Silent Hill represent the ultimate fear of losing whatever it is that makes us human.”
The Josh and Jay Show featuring Rowan Kasier – Episode 120: Witch-tober By Team Unwinnable • October 7th, 2015 Episode 120 of the Josh and Jay show Featuring Rowan Kaiser, like the KLF, is gonna to rock you!
Salt Plays Itself By Jane Riley • October 6th, 2015 ‘In the span of two years, Salty Bet seems to have cultivated itself out of the mass commotion of anonymous wagering to a more leashed chaos and misanthropy.”
On the Lunacy of the Groom’s Cake – UW63 By Stu Horvath • October 2nd, 2015 Stu Horvath is excited to get married, but man, weddings are weird.
Letters from the Rapture By Reid McCarter and Jed Pressgrove • September 29th, 2015 “Do you think the failure to engage with Rapture as a work regarding spirituality is borne of fear? Or intellectual laziness?”
Mad Max’s Split Ambitions By James Murff • September 28th, 2015 “Mad Max isn’t just one game. It’s two. And it can’t decide which it wants to be.” James Murff reveals Mad Max’s split design choices.