Henry isn't the only surrogate for gamer identity in Hardcore Henry.
26 Apr 2016
Hardcore Henry questions gamers' instinctual need to fulfill a particular role within the context of a presumed masculine identity.
14 Apr 2016
Three decades on, the character drawn up by game design master Shigeru Miyamoto is still immediately identifiable. And his games regularly sell in the multiple millions. What’s the secret?
25 Sep 2015
Thirty years after the release of his most famous work, there are likely still many who don’t know the name Koji Kondo -- yet they know they've heard his music, somewhere.
09 Jul 2015
Nintendo games are memorable more for their grand and difficult moments than for their easy and quick ones.
01 Apr 2014
I have found myself struck with admiration recently by games that I have played that have put me in less than empowering positions, games that celebrate difficulty and hardship, struggling and deprivation, rather than empowerment and excess.
23 Apr 2013
My own arcade was called the Gold Mine and featured a facade of a 19th century mine entrance as the portal to entry. Greeting one inside, though, were simply rows of machines spread across a rather filthy and threadbare carpet and a cacophony of bleeps and bloops. Most often there was nary a girl in sight.
19 Feb 2013
Curiously, no matter how fiercely critics react to poor treatment of women, the portrayal of female characters in AAA games seems actually to be getting worse. Women are almost entirely unrepresented, and when they are represented, they exist only as a player objective.
18 Feb 2013
Hamlet tried. Lear tried. Macbeth tried. Pac-Man tried. Play while you can. For in another level or two, you may die.
12 Feb 2013
The insensibly repetitious nature of romance present in both video game plots and in their mechanics leads to all too familiar storytelling.
24 Oct 2011
As a "virtual" landscape, then, The Island is, naturally, bordered on all sides by an impassable boundary, the ocean, and invisible, in a sense, to the "real" world around it.
03 Aug 2008
In this light, it actually seems as if "The Looking Glass" in season three is basically the show's token "underwater level".
03 Aug 2008
Perhaps the most complete and fascinating assimilation of video game-type content into a different medium at a deep and thorough level occurs within the narrative world of the popular television show Lost.
03 Aug 2008
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