Lots of games give players "choice" and "freedom" but few understand those concepts as well as Bioware's magnum opus.
Two years before 'Destiny,' 'Kingdoms of Amalur' was playing with ideas that have become commonplace in so many of the biggest games.
This isn't Tony Hawk, but a serious sim-approach to a sport often defined by sandbox games.
Plagues and the politics of endless crisis.
Where everyone knows your name, level, and character class.
A switch from first-person to overhead perspectives lets you appreciate the chaos of good co-op survival.
Once near the forefront of a revolution in narrative game design, why did 'Heavy Rain' fade so fast into irrelevance?
It's been a long time since Sony used body-horror to sell a PlayStation, so why go back to it now?
The ultimate brute-force tactic gets the respect, and the game, it deserves.
Games where you take the the bad guy role are nothing new, but 'Death Crown' breaks with tradition by playing it straight.