Latest Blog Posts

by Nick Dinicola

5 Jun 2015

Chronicles: China is a small game relative to its franchise counterparts. It’s a 2D side-scroller, not an open world adventure, and priced at only $10, it presents itself as an even smaller package than its downloadable peers (China takes a lot of inspiration from Mark of the Ninja and that game is $15). Naturally, changes must be made to the typical Assassin’s Creed formula to fit it into this very different package, and China succeeds in this regarding its mechanics and systems (mainly by mimicking the mechanics and systems from the aforementioned Mark of the Ninja).

Yet, its narrative remains a sprawling adventure, an excuse to travel from historical locale to historical locale. It’s a narrative uniquely unsuited to the 2D side-scroller genre, and it’s interesting to watch the game bend over backwards as it tries to shove as much plot as it can between levels. China is an unfinished product, but only from a story standpoint. Its gameplay systems and art and level design are all quite well-done, but it’s clear that they were the priority. The story remains an outline that never got revised.

by Nick Dinicola

29 May 2015

White Night is a striking game to look at. It’s all black and white with hard shadows to give shapes definition, like a Sin City panel come to life. At first, the game seems to contain the perfect combination of art and story.White Night is a tale in the tradition of noir, but about a haunted house. Its hard shadows hide the violent ghosts of an angry mother, and its light streams from the protective ghost of an innocent lover. It’s a beautiful and haunting game to look at, but it’s a rather annoying game to play. And it’s annoying largely due to its beautiful and haunting art.

by Nick Dinicola

22 May 2015

In Dark Souls, you always knew when a boss was coming. The big bad was always behind a “fog door”, a wall of smoke that separated the boss arena from the rest of the level. It would automatically close behind you, locking you in, forcing you to fight or die. Fog doors became intimidating; they were warnings demanding your attention and respect, shouting at us “This way lies death!” Passing through the fog was not a decision to be taken lightly. Passing through the fog meant you were ready for a fight.

by Nick Dinicola

15 May 2015

Resident Evil: Revelations 2 looks a lot like an action game similar to its predecessors, but these looks are deceptive. The game goes beyond the typical ammo rationing of action-horror (giving you bullets when things are calm so that you can use them all at once in a big fight) to reach for something more subtle and interesting than that. This is a game that evokes fear through contrast.

by Nick Dinicola

8 May 2015

This is the second time that I have recently played a game in a horror series that has ended without an ending, the second time that the final chapter has been more prologue than conclusion, the second time that I’ve been left feeling confused, annoyed, a little ripped off, but also a little impressed.

//Mixed media

Indie Horror Month 2015: 'Dark Echo'

// Moving Pixels

"Dark Echo drops you into a pitch back maze and then renders your core tools of navigation into something quite life threatening.

READ the article