With so many people making too-early proclamations about the death of single-player games, it’s ironic that Monaco -- a game that was hyped as a fun and frantic co-op experience, specifically -- proves that both playstyles can be equally satisfying, especially when offered side-by-side.
There's no doubt about it: many of things touted at Sony and Microsoft's announcements were solutions to "first-world problems" that are only tangentially related to games. But that's because those are the only types of problems the companies are in a position to address.
The magic of video games is that save points, continues, and respawns offer the promise of inevitable resurrection, an unending experience even after we have lost all three of our lives.
When the best way to experience a game is reliant on other people, it’s harder to get that best experience.
I have never been so struck by a combined effort of console makers to construct the very future they profess to herald. These conferences are framed as though they have some answer to a solution for a problem that has never existed. They seek to create the audience they want to sell this to.
Photopia and Galatea are not iterations on interactive fiction, but something entirely new that happen to use the same form.
Maybe a game doesn’t have to explore every facet of interpersonal relationships but it should not uniformly trust the player’s engagement with the world, and it should certainly hold the player accountable for being an asshole. There should be more to relating to a game’s NPCs than sitting down and nodding.
Thomas Was Alone turns a simple rectangle into a tragic hero.
I don't know what's in the cube, but I do know that what's outside of it offers valuable insight into the current state of video games.
While one would hope that humanity would aspire to a cleaner, post-apocalyptic condition, for the sake of art I guess I have to settle for dirty toilets and filth encrusted walls.