Open World Subjective Analysis of Modern Warfare 2019’s Objectivity in One Scene By Edward Smith • November 14th, 2022 Call of Duty: Modern Warfare can be sold to people who want something potentially “hard-hitting”, but also sold to people desiring the opposite.
Dimensions An Hour Making Games in the Belly of Demonicon By Caroline Delbert • November 8th, 2022 Half a dozen writers and developers signed up for a one-hour game jam over Halloween weekend. What were they (and I) thinking?
Area of Effect Contested Landscapes By Jay Castello • November 8th, 2022 Horror is perhaps the genre where contested space is most easily found lurking.
Another Look Evil in Residence By Yussef Cole • November 7th, 2022 Resident Evil is a Hellraiser puzzle box; an invitation to partake, to play along, only to realize (too late) that the controller itself is a portal through which the game itself can reach out and draw its horrifying tithe.
Call of Cthulhu 40th Anniversary By Stu Horvath and John McGuire • November 7th, 2022 Cthulhu may be an ageless horror, but the Call of Cthulhu RPG just turned forty!
Rookie of the Year Introducing “Pocket Monsters” By Matt Marrone • November 4th, 2022 Pokémon is a portmanteau. It means pocket monsters.
Made of Lines and Vines The Stray’s Plummet Into a Strange Future By Saniya Ahmed • November 3rd, 2022 The environmental storytelling of Stray depicts a futuristic world of stereotypes.
I Played It, Like, Twice... 2 Massive 2 Darkness: When Your Darkness is Maybe a Little Too Big By Orrin Grey • November 2nd, 2022 As much as I love a good dungeon crawl game, much of the time they are too big for me.
Collision Detection The Boomer Death Cult of Possum Springs By Ben Sailer • November 2nd, 2022 As the Boomer death cult in Night In The Woods serves to remind us, sometimes the scariest monsters are the ones that could actually exist.