Contextually, multiplayer doesn't make much sense in a game like Dead Space, so the context needs to change.
Project Legacy is the surprisingly fun Assassin's Creed Facebook game.
The physical presence of a room heightens the overwhelming sense of frustration felt by players who know that all the tools of escape are within their grasp if only they could put together the solution.
I am a gamer, and as such, I need to be told what to do. The experience of play is something different than gaming. Gaming has a win-state or a fundamental goal, whereas pure "play" doesn't require that.
The story that Kingdom Hearts wants to tell is not the story it could ideally tell.
L.B. Jeffries bids adieu to the Moving Pixels audience, but before he goes, he has a few words to share about writing game criticism, noting that "the difference between a critical analysis and a game FAQ is that somebody who has never played the game can still gain something from good analysis."
Some of this week's discussion may be concerned with villains that represent more abstracted forms of evil but may also confront the more "malicious" obstacles embedded in the design of a game.
Attacking the Collectors’ base in Mass Effect 2 is far from suicidal. If I have even a vague sense of what to do, it’s easy to keep everyone alive.
Minecraft demonstrates how historical approaches to game design interact with modern trends while also offering us a glimpse of things to come.
The experience of playing a Professor Layton game reminds me of the experience of playing Diablo. Seriously.