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Monday, May 12 2014

Mario Golf: World Tour

From kart racing to roleplaying games, Nintendo has a long history of being able to put their iconic cast almost anywhere.  


Friday, May 2 2014

‘Titanfall’: Evolution, Not Revolution

Titanfall doesn't revolutionize the online shooter genre, but it is the evolution you've been waiting for.


Wednesday, April 30 2014

Moebius: Empire Rising

While Moebius: Empire Rising is described as the spiritual successor to Gabriel Knight, Jane Jensen seems to takes her inspiration from Dan Brown rather than James Patterson this time around.


Monday, April 28 2014

The Wolf Among Us: Episode 3

The Wolf Among Us isn't the same morality simulator as The Walking Dead, and that's a good thing.


Friday, April 25 2014

Life Goes On

Kings and gamers both love shiny trinkets, and we’ll have every shiny trinket we can get our hands on. Body count be damned!


Wednesday, April 23 2014

‘Pokemon Battle Trozei’: How Many Times Do I Need to Catch Them All?

Other games that have a successful collection system follow the idea that what the player collects should have some sort of pragmatic value. This iteration of Pokemon does not.


Monday, April 21 2014

‘Fez’: Revisiting Exceptional Design

Curiously, getting lost in Fez's pixelated world becomes the game's greatest pleasure.


Friday, April 18 2014

‘Cloudbuilt’: The Devil Is in the Design

Where Cloudbuilt really shines is at the intersection of art and level design. Art and science operate in a delicate dance, blurring the lines between the two.


Wednesday, April 16 2014

The String Arcade

This isn't an exercise in nostalgia or recognition, but a journey into new territory.


Monday, April 14 2014

The Room Two

While it is true that a mystery loses all interest once it is explained, it is also true that continually implying something significant without providing a payoff can render it meaningless.


Friday, April 4 2014

‘LUFTRAUSERS’: Perfectly Balanced Chaos

LUFTRAUSERS excels by offering balance in its mechanics and majesty in its presentation.


Wednesday, April 2 2014

‘Year Walk’: Rituals and Resolutions

Year Walk ritualizes the acts of exploration, gathering data, and solving puzzles because it recognizes that within those acts lie the ability to lay bare meaning and significance.


Monday, March 31 2014

The Walking Dead Season Two, Episode 2

Clementine is an 11-year-old girl in an incredibly hostile world, and often her only tool to aid in her survival is language. Escaping danger, saving lives, condemning others are all based on the careful application of words.


Friday, March 28 2014

‘Yoshi’s New Island’: Parenting the Hard Way

Generally speaking, gamers aren't big fans of escort missions. Yet, Yoshi's New Island and the rest of the Yoshi's Island series doesn't seem concerned with that, as the entire game is an escort mission.


Wednesday, March 26 2014

‘Line of Defense Tactics’ Feels Aloof

Line of Defense’s lack of ambition harms it in the end. It’s the gift card you give a distant cousin on their birthday. It’s the free coffee you get with an oil change, appreciated for what it is but quickly forgotten.


Monday, March 24 2014

‘Strider’: New School, Old School

Strider in 2014 isn't just fun. It feels relevant


Friday, March 21 2014

Shadowrun: Dragonfall

The game's Berlin based expansion adds quite a bit to the game: new tile sets, weapons, enemies, and other additions to expand the game's toolbox. It also adds a storyline that doesn't follow the mold of the first installment of Shadowrun Returns.


Wednesday, March 19 2014

‘Dark Souls II’: More Punishment, More Pleasure

Predictably, reviews of Dark Souls II have, as usual, revolved around its difficulty. However, what reviewers often ignore is the compelling qualities of the game's plot. Just like its combat, Dark Souls II does not spoon feed the player its story.


Monday, March 17 2014

One Piece: Romance Dawn

The decision to take an approach to the story that leaves it clipped and juvenile at best and utterly unintelligible at worst is the most egregious of the game's many poorly-designed elements.


Friday, March 14 2014

‘Rayman Legends’ Is All About Momentum

You’re not rewarded for getting through a level without dying, but you’ll strive for it nonetheless purely for aesthetic reasons. Failure just isn’t graceful.


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