In anticipation of our discussion next week of Kentucky Route Zero, Act IV, we have been featuring our previous discussions of the game.
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While the mania has begun to ebb in the remaining days of summer, Pokemon Go was the biggest gaming event of the last two months, both a cultural and cross cultural phenomenon.
While our own experiences of the game are localized, this week we discuss our own experiences with Pokemon Go and how they may reflect on the larger phenomenon surrounding its release.
In a few weeks, we will be discussing the most recent fourth act of cult hit Kentucky Route Zero. In anticipation of that discussion, we return this week to our initial reaction to one of the strangest and beautifully crafted games of this decade.
Inside is Playdead’s follow up to the now cult classic Limbo.
The game is haunting, both in its beauty and in its presentation of body horror, exploring collectivism and control through its weird world and silent protagonist. This week we attempt to get under the hood and toy around with what lurks beneath its often inscrutable surface.
Given the popularity of Pokemon Go, it seems appropriate to return to a conversation that we had a few years ago about the nature of co-operative gaming.
G. Christopher Williams, Nick Dinicola, and Thomas Cross, discuss varying kinds of co-op style play from the living room to the arcade to multiplayer online and the kinds of dynamics that these experiences create among players.
// Notes from the Road
"Although sound issues delayed their set on the second night, Slowdive put on an unforgettable show in Brooklyn, or rather two shows.READ the article