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Doom Eternally Better

By Stephen Wilds • May 20th, 2020

Doom Eternal goes a long way to ensure players of every ability can tackle the hordes of Hell.

Revving the Engine

Omno: In Search of Awe

By Stu Horvath • May 14th, 2020

Omno seemed to want to wander, to find adventure, to “be awed by the world around him.”

Behind the LudoNarraCon 2020 Poster: An Interview with Leonie Yue

By Alyssa Wejebe • May 6th, 2020

For many folks, their first exposure to LudoNarraCon was the poster. We talk to the artist.

Another Look

Resource Extraction

By Yussef Cole • May 4th, 2020

Why not have a game that recognizes that in order to have that perfect garden world, that communal utopia, you must endlessly fight and sacrifice for it?

Light Four Torches

By Jeremy Signor • April 29th, 2020

Sometimes we take game design for granted, and miss that a lot of it is nonsense to many on the outside looking in.

Revving the Engine

A Juggler’s Tale: Pull the Strings

By Stu Horvath • March 25th, 2020

“There is a traveling circus inside a puppet theater play inside a videogame – it’s always so hard to summarize this game in one short sentence.”

The Fail Cycle

Healing and How to Make It All Better

By Declan Taggart • March 12th, 2020

[redacted] was a huge success last year for [redacted] Studios, Inc., but players consistently complained that being a healer was boring. How can we improve on that?

Best of 2019

The Best TV of 2019

By Team Unwinnable • December 30th, 2019

The ten best TV shows of 2019, as chosen by Team Unwinnable and our slightly shady voting system.

Feature Excerpt

Games About Death (Are Stuck In a Rut)

By Mark Hill • December 2nd, 2019

Why has the treatment of death in certain indie games become so predictable?

Rookie of the Year

Remember. Every. Moment.

By Matt Marrone • November 1st, 2019

Matt shares a story of R.E.M.’s Monster and parenting on the album’s 25th anniversary.

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