Unravel, which stars a little red knitted character called Yarny, is unusually personal. It is an intimate game, tied to a certain place and time, and it very obviously means something to the people who made it.
I’m falling asleep at the wheel. I’ve been driving for 16 hours straight, hauling freight across the border between Nevada and California. Yawning, my eyes briefly flutter shut and I lose sight of the road. My eyes flick open and I straighten up my lorry.
Once a work enters the public domain, it is no longer subject to copyright laws. A publisher can print their own edition of the Beatrix Potter books, a filmmaker can make a film of any of Shakespeare’s plays, and a game developer can adapt any of the characters, scenes, or even whole stories from public domain works.
It’s a pretty great feeling, standing at the brink of a new year and surveying what’s to come—even if it later turns out that half of your most anticipated games get delayed, as happened to us last year. For 2016, we’ve included some picks from our readers as well as our own. Let’s dive right in.
For some, a game’s end credits are a time to put the controller down, sit back and appreciate the efforts of the people that brought you the experience you’ve (hopefully) just enjoyed.
Whether it’s a good old-fashioned expansion pack or modern DLC, spinning additional content for already-released games has been a standard practice in the industry for decades. But the best expansions do more than simply add a few extra hours of the same game for you to play.
I was absolutely delighted when I found out that Tim Schafer’s studio Double Fine was going to be resurrecting Psychonauts.
Developer Double Fine announced a sequel to the much-loved 10-year old adventure-platformer Psychonauts at The Game Awards tonight. Set a little after the events of the first game, which was set in a summer camp that provided training for mind-invading acrobats, it’ll follow Raz’s continuing adventures through the…
Whether it’s an RPG that tells a story over dozens of hours, or a strategy game that takes months to master, games are often a considerable time investment. For many people this is central to gaming’s appeal: nowhere else in art can you find such complete worlds to lose yourself in or such stern challenges to overcome.
I remember the first time I went shoplifting. The sun was shining, Marin was singing, and I needed a shovel.
In Japan, 1986 was a momentous year for role-playing games.
For many Call of Duty players, many of the first 5 hours of play time are spent in the emblem creator.
The same game can be different things to different people, with gender, history, age, cultural background and political beliefs working to influence and funnel its messages and meanings for every unique player.
“I went to GameStop a couple of months ago and even that wasn’t a far trip at all,” says Troy. He pauses for a few seconds, as if lost in thought. “I wanted some Wii U games,” he laughs. “That was interesting.”
The beautiful little Game Boy Micro launched 10 years ago in the UK, and I fell in love with it at first sight. Unfortunately, I was 17 years old and had just moved out of my parents’ house, so I had no money to buy one. I’ve been looking to pick one up every since, but they’re surprisingly rare in good condition.
It’s frankly ridiculous how close some games are to finished when they are cancelled - or, conversely, how vaporous they can be when they’re first shown.
I have a rule for my house: no more than a third of the artwork on my walls is allowed to be gaming-related. This rule fell apart pretty quickly when it became clear just how much beautiful video game artwork there is out there.
When we first saw it at Gamescom last year, nobody really had any idea what Wild actually was. It had a caveman survival-game vibe, and a giant lady who lived in a tree.
You can keep your Batmans and your Deadpools: I want another Hulk game. He doesn’t need the dark, emotional veneer that’s been painted over Batman, just a big city to leap over and smash into rubble.