Video Game Guns Don't Need to Be "Fun" to Be Interesting
What if video game guns were allowed to be tragic or frightening instead of just empowering?
‘Leaving Lyndow’ Is a Game About the Hardship of Preparing for Adventure
Eastshade Studios’ short experience shows that video games are capable of addressing specific and relatable sensations, such as leaving home.
How ‘Singularity’ Time-Travelled from Early to Late 2000s Shooter Design in a Single Game
It was a rare oddity, preserving examples of where shooters had been, and the place in which they seemed destined to stay.
On Time: How ‘Life Is Strange’ Makes Us Remember Our Regrets
We're still fascinated by Dontnod's episodic game, which asks us to reflect on our own teenage years, and our imperfections.