Whereas other horror games want to explore the psyche of a character, Lone Survivor wants to explore the psyche of the player.
Chris Worboys, the game designer behind iBeg, sits down for an interview about his goals for iBeg, the difficulties of addressing homelessness in a game, and more.
Dead Space is too normal in video game design terms to remain scary.
This episode of the Moving Pixels podcast explores what FTL so cruelly does to us and considers whether this is a universe too arbitrary to be fair to its players.
Home essentially puts you in the shoes of a detective in a horror mystery, the kind of character who eventually goes insane trying to find the truth. Ultimately, though, Home is all about the horror of unanswered questions.
I find myself increasingly impatient with games. I tell myself that I don't have the time to invest in a 50 hour RPG. I don't like being asked to slog through a long manual or parse obscure game mechanics. I don't have time for any of that, or so I think.
It’s well known that horror works exploit the unexpected and unknown. The Cthulhu mythos thrives on that very premise. But where most horror stories try to conceal and hide their monster as much as possible to drive tension up. Cthulhu stories thrive on different methods.
Paranormal is about recreating the haunted house experience, and it does that exceptionally well. This is a very intimate piece of horror, since you’re the only real character.
The blunt nature of Papo & Yo's central metaphor serves its purpose by spotlighting the more detailed and personal moments Vander Caballero and his players bring to the experience.
My 13-year-old has more or less never been drawn especially to any hobby. So, this summer when she approached me, somewhat bored I think, and said, “Dad, I want to play a video game. What should I play?” I was kind of surprised.