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Winning isn’t the point of these games, as there’s no simple way to “win” against anxiety. → Read More
If you can erase all your actions with the press of a button, why not experiment? → Read More
Hyper Light Drifter creates a certain tone -- melancholy resignation mixed with a feeling of just barely scraping by -- that wouldn’t be possible in an easier game. → Read More
What if you could analyze a work and glean information about a flesh and blood person? What if you could know someone through a piece of art? → Read More
Despite occasional frustrations, Samorost 3 feels alive and wondrous and weird in a way that most games aren’t. → Read More
After an intriguing opening, I found myself frustrated with how strong the concept of the game is compared to the game itself. → Read More
You know the story. You’ve lived the story, and you're destined to relive it again and again. → Read More
It’s a strange and frustrating experience, trying to teach someone to play a game. You think about movements that have long become unconscious, a bit like trying to describe the exact mechanics of breathing. → Read More
I turned 18 in 2013, so did Life is Strange's Max Caulfield. → Read More
Is it silly, maybe even unhealthy, to expect genuine connection from fictional, artificial characters? → Read More
Nils Pihl calls it, Newtonian engagement, that is, when an engaged player will remain engaged until acted upon by an outside force. That's progress. → Read More
The annual Lynd Ward Prize honors the best graphic novel published in the U.S. and Canada. → Read More
COLUMN: One family’s response to the terror attacks in Paris. → Read More
Is it possible to opt out and still function in modern society? → Read More