Prototype 2: Broken Expectations
Lana Polansky writes about Prototype 2 as a deeply fractured experience.
Lana Polansky writes about Prototype 2 as a deeply fractured experience.
Denis Farr takes a look at Klei Entertainment's stealth-action title Mark of the Ninja.
Should you buy a Wii U at launch?
Fans who sign up for online service receive promises of in-game rewards.
Alex Co takes a close look at the Call of Duty titles and points out the problems of the games' multiplayer modes.
Denis Farr takes Papo & Yo beyond the personal story and examines it as a post-colonial narrative.
Can you smell that? Smells like a good game.
Christopher Scott turns his gaze upon the old school RPG Inquisitor.
Patricia Hernandez takes a closer look at the game that's set to completely revolutionize the city building sim.
GW2 Glitches: Just a few of the things that'll mess up your time in Guild Wars 2—or at least give you a few things to laugh about.
Rowan Kaiser writes about a game that may very well transcend the concept of "fun".
Brendan Keogh takes a close look at Ziggurat, one of the iPhone’s tightest, most succinct, and most intricate gaming experiences.
Guild Wars 2 New Player Guide: Here's a few hints and tips to get you started on Guild Wars 2.
Blizzard is in a unique position to dictate the future of the game industry, but it isn't immune to market forces. Bharat Joshi provides some insight into how the company could tackle emerging concerns.
Patricia Hernandez looks into the gender roles of The Walking Dead videogames by Telltale.
Ever wondered what one game would look like if it were remade in the engine of another? Well, there's a whole lot of possibilities to be had, so we've compiled a few projects that do just that.
I spoke with Interceptor Entertainment's Dave Oshry at length about their upcoming FPS revival, Rise of the Triad.
Erika Szabo writes about how Minority Media's heartfelt game, Papo & Yo, affected her personally and allowed her to reflect upon her own childhood experiences.
An introspective look at pissing your pants.
I am undermining Nathan Meunier's noble Kickstarter, Up Up Down Down Left Write: the Freelance Guide to Video Game Journalism, with a how-to guide of my own.
If Tim Burton designed the characters in Pokemon, they'd resemble the following images.
A lot of games obsess over junk food "power-ups." But what of those videogames, those bizarre outliers, wherein food is the principal play mechanic, the philosophic center of the narrative?
Adrian Forest writes about how Papo & Yo presents its shantytown environment in a way that's different from what we've seen in other games that feature similar environments.
In the final Sum of Parts for Bulletstorm. Brendan writes about the point of points and the gamification of videogames. Brendan looks at the skillshot system more closely and how it both motivates and exploits players simultaneously.