One Finger Death Punch is about the visceral, addicting, and euphoric pleasure of the fight.
Some players think it’s the worst yet. Lead designer Nick Davidson thinks quite the opposite. In a strange way, they are both right.
Fear is strangely an experience best shared with others -- even in seemingly less than social mediums, like single player video games.
Quest for Infamy attempts not just to ape the adventure games of old but to attempt a kind of storytelling that was not quite possible in an earlier era of game development thanks to the limits of technology.
Is story so tangential to the gaming experience that even a self-professed story-lover can play an entire game and not glean a single plot point from it all?
Can we overcome the Darkness through the power of dance? We’ll see.
Fighting games are more deeply centered on physical movement than any other game genre and that focus highlights the myriad of ways that motion can be presented.
This week our podcasters continue to traverse the surreal highways and byways of Kentucky Route Zero, as we focus in on its third act.
Is nostalgia an excuse for bad design? Is it even bad design if it's done on purpose to evoke nostalgia?
“People like us get forgotten all the time… When we suffer, we do it in silence. And the world likes it that way.” -- Nerissa