Pacing is essential for narrative driven games. Move the story forward too fast and you quickly lose your audience, drowning them in rapid fire events that aren’t given enough time…
indie
Ever since I played Auralux all those years ago I’ve been keenly interested in what I like to call “essence” games. They are, as their name would imply, extremely stripped…
The Early Access survival/base building genre seems to have a pretty well trodden path these days. You start off with the base game and then release chapters/technology tiers/any other progression…
It’s always fun to think about the genesis of the story and mechanics of a game. Quite often they’re rooted in reality in some way; the stories typically being allegories…
I’m starting to like the idea of proof of concept games over things like Early Access and I’ll tell you why. Early Access has basically become a genre unto itself;…
The idea that constraints promote creativity is a well known concept; the implication being that with defined boundaries you’ll make better use of the things that you have available to…
Games that do a lot with not so much are always impressive to me. Sometimes this comes from the use of minimalistic art styles, selective use (or non-use) of dialogue…
There’s a fine line you have to walk when looking into a game. On the one hand you want to know enough about it to make it worth your time…
Even with all the numerous titles that were delayed due to COVID 2020 has still been a pretty amazing year for games. For me personally this has culminated in no…
You know what’s kept me from playing nearly all the base building games out there? Early Access. Whilst I think the concept is good in principle there are far, far…