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by Nick Dinicola

10 Feb 2017

Dishonored 2 opens with a coup. Emily Kaldwin is dethroned by an aunt she never knew she had, then imprisoned in her castle. Naturally, she escapes, and the first level/tutorial of the game has us sneaking out of our home. Along the way, you’ll encounter many traitorous guards and many more dead bodies. It’s easy to put two and two together; this was a coup after all. So what are you going to do about it?

by G. Christopher Williams

6 Feb 2017

Reminiscent of text adventures and experiments with natural language processing, Event [0] is a game that feels both modern and retro. It’s a game that forces the player into a relationship with an AI, becoming an exploration of both identity and language itself.

This week we explore the game’s experiment with language as a form of gameplay.

by Nick Dinicola

3 Feb 2017

2016 was a good year for first-person shooters, but a great year for single-player shooter campaigns. First, Doom, Gears of War 4, Battlefield 1, and Titanfall 2 all had single-player campaigns, which is a victory in itself for an industry that would prefer to go all multiplayer all the time (screw you Overwatch). Second, all those campaigns were good, and some were even great! However, the biggest surprise of all was that the best shooter campaign came from the game I had the lowest expectations for: Call of Duty: Infinite Warfare.

by G. Christopher Williams

1 Feb 2017

The Witness is a game with no tutorials, no overt explanations. It is a puzzle game, but it makes no deliberate effort to explain how its puzzles work. It teaches only through experience and observation.

This is clear from the outset of the game, in which the player finds him- or herself looking down a tunnel at a door from a first person perspective. The game doesn’t explain that WASD is used to move, nor anything about who you are or where you are. You just need to play around with the keyboard and approach the door.

by Nick Dinicola

27 Jan 2017

Dishonored 2 is a stealth action game that tells you to “play the way you want”. What that really means is that you have a choice in how to get rid of patrolling guards: Either kill them, or knock them out, be lethal, or be non-lethal.

Early in the game I picked up a pistol. Now, late in the game, I’ve still never shot it. Well, except for that one time I shot a wall just for kicks, but my gun has never been used for its intended purpose. It’s never killed people. I also picked up a crossbow early on, and it has been rarely fired. I’ve set insect nests ablaze with incendiary bolts, I’ve broken wood planks with normal bolts, but I’ve only ever shot people with non-lethal bolts. It’s another tool that, for the most part, has not lived up to its intended purpose.

//Mixed media
//Blogs

'Who' Will Be the Next Doctor?

// Channel Surfing

"What shall it be? A Doctor with whip-smart delivery of his lines? A woman who will bewitch before she kicks a Dalek's ass? Oh, the possibilities...

READ the article