Should adventure games sacrifice story and devote themselves to challenge?
Even after playing it, it's hard to even begin to describe Jazzpunk.
Ignorance isn't bliss. It's horrifying.
Never Alone lacks the confidence to tell its story in the language of the game.
The “colonialism” at play is not between nations, rather it seems more interested in how it influences a man recently come of age.
The Charnel House Trilogy casts the player as an actor in a performance where the script is uncovered as performed. In doing so, it's throwing off an older design paradigm and creating a better work for it.
Generally regarded as a failure, we consider Murdered: Soul Suspect's effort to produce a game focused on investigation rather than on gunplay.
Silent protagonists will always be awkward in video games, but there’s one easy way to avoid a lot of that awkwardness. Don’t make them a leader.
Playing Bloodborne is like willingly partaking in a rite of passage, an individualized ritual imbued with social meaning.
The Charnel House is a fascinating narrative experiment in video game storytelling, attempting to tell a story not by moving from point A to point B, but by starting at the center of a story and moving outwards.