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Disengage the Simulator

By David Shimomura • June 15th, 2016

David gets post-modern as he wrestles with the idea of being a video game. You are tearing me apart, Elon!

Diary of a 1st-time Interactive Fiction Developer

By Declan Taggart • June 13th, 2016

Part Three: prototypes are made. Banks get robbed.

The Two-Sided Invitation of Cartoon Aesthetics

By Jose Cardoso • June 10th, 2016

Bob’s not your everyday hero, but his battles against pollen and fungus are no less daring.

Blockhood and the City Organism

By David Shimomura • June 10th, 2016

“Everything in Block’hood is interdependent on everything else, and the resources form a perfect circle of consumption.”

The Video Game Prison System Needs Rebooting

By Matt Sayer • June 8th, 2016

Time-outs, loot bans, low-priority queueing; they might just be causing more harm than good.

Hack the Planet: Mainlining Demo

By Megan Condis • June 7th, 2016

Wouldn’t it be great if Hollywood was right, and hacking was actually just rollerblading and drinking soda all day?

Call of Dewty: How We Eat Games

By Andrea Ayres • June 7th, 2016

Andrea Ayres digs deep into how food and marketing direct our actions, and how we consume games.

Food Issue – Thoughts Recap Part 1 of 3

By Stu Horvath, Matt Marrone and Gavin Craig • June 6th, 2016

Let’s take a look at some defining childhood moments, drinking the day away at a children’s park and not finishing what you start. Those are three separate stories, by the way.

Food Issue – Thoughts Recap Part 2 of 3

By Andrea Ayres, AJ Moser and Rob Rich • June 6th, 2016

Just how do we eat our games, train attack owls and get so bored with Dark Souls II? Unwinnable has all the answers.

Food Issue – Thoughts Recap Part 3 of 3

By Corey Milne, Adam Boffa, Mitchell Bowman and Richard Clark • June 6th, 2016

It’s time to explore, rock the hell out, chomp down a raw steak, then take a much needed break at a checkpoint.

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