An entire year has passed since I last played Journey, but the weathered ruins and scattered tombstones seem instantly familiar. I have come to this place as a pilgrim, transforming play into ritual.
Donkey Kong's representation as a character and his success as a hero is important because it keys into what we want in an avatar, someone who is responsible, who puts on a tie in the morning, and does the selfless dirty work necessary to get by.
It’s easy to be great when no one expects anything. It’s harder to live up to greatness mired in nostalgia.
Is Titanfall catering to me or just acting condescending?
Games seem like the medium that might best challenge the authority of the author, given as they are to allowing the player to manipulate their “texts", to build within their systems, and potentially to break, rearrange, or reorder them in some personally satisfying way. Games seem like that.
Brothers: A Tale of Two Sons manages to create a unique and seemingly paradoxical game style, a single-player cooperative game in which your right hand has to cooperate with your left.
Part of what makes a great game great is how well it fosters its own illusion.
Make no mistake, this is not a coming of age story. There is no moral truth to be had here, only complex, ever shifting moral perspectives to grapple with.
I honestly believe there is something about IndieCade that leads one to think differently about games and that is quite a feat to accomplish given gaming's frequent commitment to conventionality.
At first, I thought Garret was just an asshole, but now I think he's just an addict. I’d like to help him, but all I can do is enable him.