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Text:AAA
Thursday, Aug 7, 2014
I now realize that basically everything Nintendo makes is meant to be portable.

Last weekend I did quite a bit of portable gaming, but it wasn’t the handheld variety. Instead of pocketing a DS or Vita, I packed up my Wii U and headed over to Jorge Albor’s place to play Mario Kart and invent new curse words. The process of bundling up my normally sedentary console made me realize that every Nintendo console that I’ve ever owned has had at least some component of mobility thanks either to the marquee games or novel hardware.


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Text:AAA
Wednesday, Aug 6, 2014
Travel in and the exploration of the game world in Sepulchre is neither linear, nor multilinear. It is nonlinear.

This discussion contains spoilers for Sepulchre, a 20 minute long free point-and-click adventure. So, feel free to download and play it at Owl Cave Games web site before reading on.


A train might seem like the worst metaphor possible for a video game. We are often reminded (or at least often hope) that what makes video games different from other artistic mediums, like novels, films, or music, is their ability to tell a different kind of story. We talk a great deal about player choice, divergent paths as a result, and the possibilities of a multilinear experience. Quite the opposite of a train (or most novels, films, and music), the video game affords the opportunity for branching paths and different resulting conclusions. Indeed, if a game is “on rails,” this usually isn’t considered a positive—at least from the perspective of narrative progression.


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Text:AAA
Monday, Aug 4, 2014
This week we discuss "In Harm's Way," the middle episode of The Walking Dead game.

While Telltale Games released the fourth episode of the second season of The Walking Dead a couple of weeks ago, we want to spare you spoilers for the most recent episode. Instead, we’re talking about the middle episode “In Harm’s Way” this week.


So, take a look back with us at Clementine’s confrontation with the villainous Carver and his totalitarian approach to the zombie apocalypse.


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Text:AAA
Friday, Aug 1, 2014
One Finger Death Punch is about the visceral, addicting, and euphoric pleasure of the fight.

One Finger Death Punch is a brilliant game that manages to wring every drop of entertainment and excitement out of a simple concept. It’s a 2D martial arts fighting game that evokes nostalgic memories of those pre-YouTube viral videos Xiao Xiao, which show stick figures battling it out in impressively animated and choreographed action scenes.


You are a student of the martial arts, on a journey to… y’know, it doesn’t matter. You travel around a map and get in lots of fights. The story is nonexistent. One Finger Death Punch is about the visceral, addicting, and euphoric pleasure of a fight. It’s about the beauty of violence, the ballet of combat, and every system in the game works to reinforce these ideas. As such, One Finger Death Punch may be the most mechanically perfect game since Fez.


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Text:AAA
Thursday, Jul 31, 2014
Some players think it’s the worst yet. Lead designer Nick Davidson thinks quite the opposite. In a strange way, they are both right.

In a recent interview with Polygon, Magic 2015’s lead designer Nick Davidson called the latest entry in the Duels of the Planeswalkers franchise, “the best Magic experience that you’re going to get at that price point pretty much in history.” Hundreds of fans on Steam, Metacritic, and a variety of forums might have something to say about that grandiose statement. Since its launch earlier this month, the game has received a heavy dose of criticism. Some players think it’s the worst yet. Davidson thinks quite the opposite. In a strange way, they are both right.


Let’s take a step back. For those unfamiliar with Magic the Gathering, it is a tabletop card game that has stayed alive for more than twenty years. Even today, the game has a massive audience, young and old alike, thanks in no small part to a fantastically designed system that has withstood the test of time. This beautiful system, the artful construction of decks and ingenious play, is still the glistening diamond at the head of Magic 2015. Despite its transition into the digital space, when you put your deck together, planning and imagining all the card combinations and synergies together and then take it for a glorious spin, you can see it. This is, hands down, a great game.


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