I may barely understand them. I might have hardly played them. They might not have been released in 2013. That doesn’t mean that these games weren't some of my favorite experiences of the year.
Ice Pick Lodge has ported a childhood game, Hide and Seek, to the PC. In doing so, they acknowledge the terror that lies in being seen, in being found out.
Shadowrun Returns makes allowances for the video game medium, but it knows that it is a tabletop game at heart.
It was a year of good games, but was it a year of great games?
Gone Home is impressive not because all game stories supposedly suck and it's better than average, but because video games are not well-suited to romance.
If we expect eSports to achieve its status as a legitimate and professional sport, then we should expect sponsors and employees to respect and promote a healthy labor relationship.
Edmund McMillen's A.V.G.M. is a test of fortitude and relies on the assumption that gamers are unwilling to resist their own masturbatory instincts.
Kentucky Route Zero creates non-Euclidean spaces that cannot exist, not as an expression of the possibilities of video game space when unshackled by the constraints of the real world, but as an outright rejection of the common standard of video game spaces.
Need for Speed: Rivals is more of an MMO than a simple open world game, yet it doesn't know how to be an MMO.
Indie games like Rain have all the hallmarks of the video game as an artistic experience, and Brad Galloway of GameCritics has been kind enough to sum up what I have realized I have been thinking about games of this sort with a single word "critic-bait."