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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.

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