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.
Forms in Light Japan Style Architecture By Justin Reeve • May 13th, 2020 The structures in Sekiro were clearly created by people with a passion for traditional architecture
The Best Games of 2019 By Team Unwinnable • December 31st, 2019 “…an explosive geyser of truly brilliant games…”
Best of 2019 Best Games Architecture of 2019 By Justin Reeve • December 27th, 2019 The top ten games of 2019 from an architectural perspective.
Checkpoint Shadows Blunder Twice By Corey Milne • May 22nd, 2019 Sekiro: Shadows Die Twice can be crushingly difficult, but still manages to be one of the funniest games Corey’s played in years.
Another Look The Silent Rot of Sekiro By Yussef Cole • May 9th, 2019 Repeated failed attempts in Sekiro have wide-reaching consequences, but does the player’s persistence leave permanent scars?
Here's the Thing The Significance of Context By Rob Rich • May 7th, 2019 Context isn’t always necessary, but Rob posits that it can and will affect how we think about something – consciously or not.
This One Isn’t About Difficulty By Malindy Hetfeld • April 15th, 2019 Is the discussion about game difficulty really about difficulty, or is it more about who we serve when we make player skill a game’s main selling point?