Eric Swain is a self-educated game critic. One day he had the crazy idea that video games could be put under the microscope with the same amount of respect and thought that books and movies are only to discover he was not the first person to think of this. He set out to learn all he could and hopefully add to the growing field of game criticism. He has no idea how far he’s come or if he’s moved forward much at all. He graduated from Boston University with a B.A. in English. You can read more of his work at http://www.thegamecritique.com .
Thursday, November 21 2013
Lilly Looking Through depends on silent storytelling to communicate its delightfulness.
Tuesday, November 19 2013
I don't want to tell you anything about this game. You will probably just scroll down to see what number is at the bottom of this review. You don't care. You just want validation.
Friday, November 15 2013
At the center of everything else is Jodie, her character, her development as a person, and her relationship to Aiden.
Wednesday, November 6 2013
Nothing needs to be learned. There is no message or moral. Just two people meeting to have a beautiful experience in one another's company.
Sunday, October 13 2013
With all the set up behind us, the game’s narrative turns to evaluation in this installment.
Tuesday, November 26 2013
Somewhere at the crossroads of memory and storytelling lies truth, and truth can reshape reality.
Wednesday, November 20 2013
Anachrony is a big part of Beyond: Two Souls and the primary reason why the game doesn't quite work.
Tuesday, November 12 2013
Video games always have trouble with pacing. While they focus on their game loops and crafting the right level of challenge, it might be nice for both the characterization and the pacing of the work to leave that behind briefly. Allow the player to enter a different space with different rules from the rest of the game, just maybe not these kinds of spaces.
Tuesday, November 5 2013
A master director can tell a whole story through properly framed and shot images alone. The camera in video games lends the medium the same ability. Designers just have to know how to use it to their own ends.
Tuesday, October 29 2013
Much of Crimson Butterfly's tension and horror emerges from the most unexpected place, the way that we interface with the game and its controls.