Platform Tectonics: Tools of the Trade
Seb Wuepper writes about how most games these days just aren't designed to be played with office equipment and why peripherals designed for gaming remain vastly superior.
Seb Wuepper writes about how most games these days just aren't designed to be played with office equipment and why peripherals designed for gaming remain vastly superior.
Katy Goodman writes about how it's hard to be evil in games these days, even when she wants to be.
Sniping can be a rewarding activity, but when you fail, you fail really hard.
Robert Hunter examines Journey's art direction, gameplay, and NPCs to show that despite the desert setting, Journey has more in common with the ocean than one might think.
The producer of Lords of Shadow admits that the DLC for the game was a mistake.
Kris Ligman writes about how it's not cool for publications to leave their reporters hanging high and dry while at trade shows and press events like E3.
343's Halo 4 is set to redefine DLCs with its delivery of episodic content via Spartan Ops.
A boring story about a woman who plays games without prejudice.
Adam Harshberger reminisces on Suikoden.
Seb Wuepper writes on the subject of videogame violence and why it goes too far.
Although they are quite delicious, the following desserts might make you more violent by eating them.
Dave Oshry pens a love letter to one of the most creative minds in videogames.
Why do members of the media turn themselves into human advertisements at events like E3?
Andy Corrigan writes about how replaying games is becoming a dying art.
In the near future, you are a burly soldier named Kozak.
Gameranx takes a trip down memory lane and explores the classic videogame, Infiltrator.
On the spread of interactive narratives and why they require so much more emotional investment.
Lana Polansky expands upon the topic of violence in media and the conversation we need to have.
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