The most recent Assassin's Creed's games clearly understand the fun of playing detective.
The Flame in the Flood provokes musings on the often troubling determinism of American naturalism.
Read a book, watch a movie, look at a painting, most artistic mediums assume you already know how to understand them. This week we discuss how games always have something to teach us as players.
Hitman is a puzzle game. It has been described as such before, but there’s a difference between hearing that and understanding that.
How much would you charge someone for on-air bigotry?
Is it silly, maybe even unhealthy, to expect genuine connection from fictional, artificial characters?
Death can have value in video games. It sets boundaries, serves to punish us and to teach us, and it might even be a source of pleasure.
Tharsis can't fudge probability with a random number generator and that upsets people.
Sometimes growing up can feel a little like killing yourself.
In creating a plot device to motivate its characters, a MacGuffin, Firewatch competes against itself, with a story that it is a gimmick and a story that it really wants us to care about.