Rogue Legacy may have more to say than its seemingly retro mechanics and retro aesthetics imply. This week we talk about the game and the implications of its economic systems and financially motivated play.
Throughout the game we kill countless other people without realizing it because we’re incapable of truly knowing another’s thoughts. In the The Swapper our ignorant assumptions lead to mass murder.
Sometimes failing in front of an audience is a good thing.
The game equates separation with death and argues that entire societies can still suffer from a crippling loneliness if they’re cut off from a larger source.
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.