By Matthew Kaplan on April 8, 2012 - 9:16am.
HIGH Soaking in those sumptuous visuals.
LOW Finger-swiping QTEs.
WTF Why do I have to clean 100% of the dirt off this artifact with my tired finger when I can already make out the "hidden" image?
By Mike Bracken on April 8, 2012 - 8:47am.
When do I Actually Get to Play this "Game"?
HIGH It's only six hours long, so my suffering was short-lived.
LOW So many options... how about the fact that I spent a huge chunk of that six hours doing nothing but watching a cruddy subpar anime masquerading as a video game?
WTF A character possesses a sword so large that it can stab through one side of a planet and out the other with length to spare.
By Brad Gallaway on April 1, 2012 - 3:08pm.
Brutal, Unflinching and... Important
HIGH Finding a safehouse where colors still exist.
LOW Taking a beating and limping along for two areas on a sliver of life.
WTF Why aren't critics talking about this game? Oh, right. Mass Effect 3.
By Brad Gallaway on March 28, 2012 - 6:00pm.
So, Journey. My review schedule was quite full when this much-anticipated project from thatgamecompany was released on PlayStation Network, and the other night was the first chance I had to get to it. I was a huge fan of Flow, I loved Flower, and I've been looking forward to Journey ever since I knew about it. While I was playing, several people asked what my opinion was, and I knew that there was absolutely no way I could even begin to address the topic over Twitter. Hence, this entry.
By Brad Gallaway on March 25, 2012 - 8:06am.
I was invited to a special Darksiders II hands-on press event hosted by THQ taking place in San Francisco. Being a huge fan of the first game, I was glad to accept and in the interest of full disclosure, it should be known that airfare and hotel were provided. The day started with a brief talk from one of the developers giving an overview of the sequel, and what to expect. The attendees were then allowed about two hours to play through a large chunk of the game's first area.
By Brad Gallaway on March 18, 2012 - 7:23pm.
Last night on Twitter, I made a comment about shopping in the app store and apparently it wasn't nearly as clear as I thought it was. I had several replies chastising me afterwards, and I wanted to clarify what I meant to say. If you still want to chastise me after that then that's totally cool, but it seemed pretty obvious that I was not able to make my point in 140 characters.
By Brandon Bales on March 18, 2012 - 2:02pm.
To Retail and Beyond
HIGH Surfing the Sunken City in the fading afternoon-absolutely gorgeous.
LOW Can't we have more?
WTF Put on a scarf and fly!
By Brandon Bales on February 24, 2012 - 6:16pm.
Here's the wrap-up of our talk with Braid designer Jonathan Blow!
Inside, we discuss games publishing, the constant stream of "sword dude" games, and where gaming is going...
By Brandon Bales on February 22, 2012 - 11:18am.
Welcome back again! Here's Part Four of our fantastic discussion with Jonathan Blow, creator of Braid.
In this piece, you'll hear more about Braid's shifting story, we discuss fulfilling our own artistic expectations, and we get into his new game, The Witness!
By Brandon Bales on February 17, 2012 - 7:14pm.
We are back, baby, with Part Three of our (now) five part interview with Jonathan Blow. In this episode, we get more into trickery in game design, what is "fun," and design by committee.
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