It's time to head back down into The Depths, with the first of three DLC for Little Nightmares.
If you bring up the subject educational video games you’re likely going to get a resounding groan – I’m often the one that does the groaning.
Get Even is a strange thing, a rough and ready mix of styles and influences, grim and unique; does it all come together to form a...
Spider-Man, Spider-Man, does whatever the screen prompts say. Look out! Here's another QTE.
Days Gone didn't blow us away at E3 2016, looking a bit like a zombie Benny Hill chase at times, but how is it shaping up...
Trying to make sense of Rime, through poetry, art, film, and the psychological texts of Elisabeth Kübler-Ross. Warning: There will be spoilers.
With a name that screams effortless cool, and a nifty tricky up its sleeve, Reservoir Dogs: Bloody Days is barking pretty loud...but is it going to...
Why have we never had a great Bond video game? Maybe the worst car Aston Martin ever made will serve as a good metaphor.
The Sexy Brutale brings new meaning to the phrase gameplay loop, but is it repetitive? It's Cluedo meets Groundhog day, but is it repetitive?
Who would have known? All these years lurking under the cheery patchwork of LittleBigPlanet, Tarsier Studios has been harbouring a dark, twisted vision.
Tequila Works stumbled out of the gate when it announced Rime back in 2013.
The Final Station hit upon something that few games manage: it had a message.
“Our earliest thoughts on it were, ‘Let’s make a Goonies RPG!’” says Rex Crowle, of studio Foam Sword Games.
There's something so perfectly human about a train at the end of the world.
Imagine my horror when, trying to think of a way to describe Mr Shifty, I hit upon, “it’s like Hotline Miami, but with ‘blink’ from Dishonored.”
There was an E-mail in my inbox from the publisher behind Serial Cleaner, asking me, “Have you ever wanted to be Winston Wolfe from Pulp Fiction?”
What makes one retro-styled platformer fly, while another – released just days later – flounders? This is the tale of Snake Pass and Yooka-Laylee.
Breath of the Wild reminds us of Arthur C. Clarke’s third law – that any sufficiently advanced technology is indistinguishable from magic.
Why do we put difficult games on a pedestal? Perhaps it is risk, reward, and potential for loss – not the difficulty itself – that makes...
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