By taking the concept of choice and mapping it onto spatial relativity, The Stanley Parable has created an extended metaphor that comments on the whole concept of choice in video games.
The "close-playing" brand of games criticism is a tough sell because it deals mostly with the abstract qualities of games. And that necessitate a subjective reading.
I love Flappy Bird because it isn't easy. I hate Flappy Bird because it isn't easy.
Plague Inc. knows that we’ll willingly silence our conscience if we’re given the proper mechanics to do so.
Ever the villainous outsider, Wario may be the hero Nintendo needs.
Point-and-click adventure games tend to be more intellectual affairs, and a minimalist version of one almost seems counter intuitive.
From an aesthetic perspective, Pikmin 3 is everything that a Nintendo game aspires to be and more. Yet, it completely misses the fact that combining cute, sympathetic characters and mass murder can be a little off putting.
This week we take a look at the surreal game of hide-and-seek that forms the central mechanics of Ice-Pick Lodge's indie horror game, Knock-Knock.
The lack of thematic tension and thematic horror stems from the fact that Knock Knock presents itself as an intellectual puzzle instead of as an emotional story.
If quick and simple games are often discarded as candy (bite-sized morsels with no real nutritious value), these games are hors d'oeuvres.