Dimensions Roam Paradise Killer If You Want To By Caroline Delbert • August 18th, 2022 Talking with Oli Clarke Smith of Kaizen Game Works about Paradise Killer’s unconventional open world.
Dimensions Reaching for Truth in Paradise Killer By Caroline Delbert • August 11th, 2022 Talking with Oli Clarke Smith of Kaizen Game Works about the design constraints on Paradise Killer, in a new column about how games use space of all kinds.
Eyeing Elsewhere Taking Up Space By Phillip Russell • March 28th, 2022 Yakuza: Like a Dragon impressively leans into the friction that exists when deploying political statements into its narrative.
Forms in Light Sekiro’s Floating World By Justin Reeve • February 10th, 2022 Sekiro’s cloud motif likely refers to the “floating world” of the Edo period, which offered many services geared toward samurai and the rising merchant class.
Best of 2021 The Best Architecture in Games of 2021 By Justin Reeve • December 30th, 2021 Justin gathers the year’s best examples of architecture in videogames.
Letter from the Editor Unwinnable Monthly – July 2021 By David Shimomura • July 15th, 2021 It’s getting hot in here. In the July issue and on Earth.
Best of 2020 The Best Architecture in Games in 2020 By Justin Reeve • December 30th, 2020 Justin gathers the best examples of architecture in videogames.
Letter From the Editor Unwinnable Monthly – November 2020 By Stu Horvath • November 19th, 2020 Find out what’s behind the demon skull!
Forms in Light Billboard Architecture By Justin Reeve • August 13th, 2020 What Sega has to say about kanbankenchiku, literally translated as “billboard architecture,” in Yakuza 0 is that all of the bright lights and flashy colors might be more meaningful than first meets the eye.
Letter From the Editor Unwinnable Monthly, July 2020 By Stu Horvath • July 17th, 2020 A red hot issue for a red hot month. Find out what’s inside!