What if video game guns were allowed to be tragic or frightening instead of just empowering?
The first level of 'Spyro' set the tone for a friendlier 3D platformer.
Seeing the very real history of the world’s biggest pop band was a greater trip than journeying through any magical realm.
The purposefully dull environment of ‘GTA III’ was wonderfully unlike anything that’d come before it.
There’s a great opportunity here for Ubisoft to use the state as an allegory as much as a playground.
As ‘Alien: Covenant’ explains more about these monsters’ origins, it’s left to video games to capture their frightening unpredictability.
By returning to World War II, CoD has the chance to educate and entertain—and perhaps influence the next wave of conflict-set shooters.
The series’ satirical slant on America is most relatable when seen through the eyes of a newcomer.
It’s unafraid to shift perspective even at the cost of players' sense of clarity. And yes, this is a good thing.
Jasper Byrne’s survival horror remains a singular descent into discomfort. We speak to the solo developer.
Doing a great deal with very little, the 2002 game’s fifth mission flips and streamlines its prior dynamic to great effect.
No Code’s game bears visions of the past, but the more you seek comfort in its familiar aesthetics, the more sinister it becomes. We speak to its maker, Jon McKellan.