With any mammoth franchise, it’s standard practice to create tie-in media that seeks to fill in the gaps of a greater narrative canon. This is just as true for The Lord of the Rings as it is for other IPs, and when it comes to video games in particular, the series has seen a lot
I always have an interest in rare genres, things new or resurrected. It’s for this reason that I leapt at the chance to preview Shadow Tactics: Aiko’s Choice, despite not being familiar with the original Shadow Tactics: Blades of the Shogun. A strategy stealth game, it combines isometric control of a squad of characters with
A short while ago we previewed Aragami 2, the sequel to the 2016 indie stealth action game Aragami, seeing what had changed from the original and what we were looking forward to. However, that preview left a few burning questions, so we just had to take the opportunity to look at the final release. Aragami
Sometimes it’s worth looking back at what you’re proud of and analyzing what made it work. What were the things you did or didn’t do that lead to its success? Where did you fall short, and what didn’t work? I had the chance to sit down with a preview Aragami 2, the sequel to 2016’s
It’s hard to review major DLC for the Assassin’s Creed games. I noted this back when I was reviewing the first piece of major post-launch DLC for Assassin’s Creed: Valhalla, since on a simple level you have the fundamental problem of taking a very big game and giving you more stuff to do in it.
I seem to be on a bit of a retro kick, following hot in the footsteps of our preview of Loop Hero with another retro styled title. This time we seem to be effectively moving from a mid-80s style to an early-90’s style with today’s game, Disjunction, developed by Ape Tribe Games, for most major
As someone who really does love horror as a genre, horror games are a tricky beast to get right. Even more than other media, video games seem to almost hate the idea of horror down to their fundamental structure.
When creating a stealth game, a simple question needs to be answered: if the player were to step back and become a silent observer, would the actions they’ve been sent to disrupt (or antagonize) continue unimpeded? At their core, games built upon the foundation of stealth – that is, one where the player finds themselves
It’s really hard to be sure just how much Bloodborne and Darkest Dungeon influenced the collective zeitgeist of gaming. The two games weren’t quite contemporaries, but they both seem to have wound up occupying a similar space and either created or tapped into an undercurrent, a longing that no one had yet articulated for pseudo-Victorian