Gone Home doesn’t merely leave you in an empty home and ask you to make a story. It asks you to make a family.
Friendship is based on need in online worlds, and I don't see many needs in current generation MMORPGs.
More games deserve the kind of “death” that Final Fantasy has apparently had -- one where a dedicated effort is made to keep it available, preserved, and talked about.
Another day, another zombie apocalypse, and another chance for Telltale Games to test our humanity within the context of the universe of The Walking Dead..
In theory, I should be improving myself in order to beat the bosses in Rogue Legacy, but the grind is so much fun that I don't really want it to end.
In Spelunky, death is inevitable and swift. It's also extremely fulfilling.
In an ending voiceover, Gemini Rue's Sayuri firmly states that people determine their own destiny. However, the game never makes definitive statements that answer all its questions about how memory may influence who we are.
Since I don’t know these people very well, I’m less invested in their well being. I want to help them survive, but I also want to fuck with them.
Environmental change? Gun violence? Urban poverty? As simple, playful things, how could games plumb such intricacies?
After trying and failing to figure out the pattern combinations to create some of the advanced mermaids in Mermaid World, my wife decided it was time to do what any good gamer does when faced with a brick wall. She found it was time to cheat.