What Happens When an Interactive Horror Experience Figures Out the Fourth Wall? | 8 Sep 2014 // 8:30 PM
P.T. has the digital world bleeding out into the real, hands flailing in search of something to hold onto so it can pull itself out of the game and into your living room.
The Benefits of Not Really Living: On Let's Plays in Videogaming | 16 Jul 2014 // 8:30 PM
With Google looking to buy Twitch, we take a look back into an early form of videogame spectating and what it means in the context of that acquisition.
'Silent Hill 2': A Test of Age | 8 Oct 2013 // 1:00 AM
There is no element of Silent Hill that would pass muster nowadays and that hasn’t been infinitely improved upon in the ensuing decade plus since the game's release. And yet, were this game to come out today, instead of twelve years ago, I’d want it to be exactly same as it is.
A Fear of Worlds: 'Silent Hill: Downpour' and Level Design | 20 Jun 2013 // 10:00 PM
The multiple dimensions of Silent Hill are dangerously close to becoming predictable, but Downpour knows when to adhere to series conventions and when to avoid them.