Some of the most challenging aspects of crafting a game is doing the things right that won’t get noticed. The minutiae that fades into the background can often be as…
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When you’ve got a game you hold in such high regard it’s hard not to judge other, similar titles against it. Such is the challenge that ENDER LILIES: Quietus of…
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…
There’s a lot to be said for games that are more than the sum of their parts. The games that truly shine are the ones that are able to take…
I’m sure fans of Hitman are well aware that it’s latest release has been out for quite some time but if you’re like me you’ve probably been sleeping on it…
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…
You’d think with the ever increasing number of games released that I’d be flooded with titles that I was eager to play. It’s not the case unfortunately as a good…
There are certain things I look to as indicators of a game’s overall quality without having to, you know, play the entire thing end to end. One thing that has…
I think I’ve discovered that I’m not a fan of “high intensity” games. This isn’t the same as challenging games, because I still very much enjoy those, but games that…
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…