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Reigns uses our gameplay actions to surreptitiously tell tragedies and comedies and all manner of stories that embed us so deeply in the forest that we can only see the trees.
12 Apr 2017
The game has a specific message it wants to impart, and the medium of a fake smart phone is used in clever ways to support that message.
03 Apr 2017
In Sorcery! 2 consequences matter. Not in a major way, but just enough to focus your play, which is both good and bad.
10 Mar 2017
When a game removes a physical danger, its psychological danger has to be even more effective than before. If not, all horror is lost.
18 Nov 2016
Amnesia: The Dark Descent experiments with the limits of psychological horror, but it can't find a way around them.
11 Nov 2016
The common cries of disappointment that surround No Man’s Sky stem from the exciting idea of an infinite universe clashing with the harsh reality of an infinite universe.
23 Sep 2016
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