Devolver Digital’s somewhat cerebral 2D ninja game encourages you to battle and rage against the seemingly inevitable outcomes of a violent life, to refuse to succumb to madness itself by embracing the idea of being a noble ninja, even if just a man in a bathrobe, in an imperfect world.
In Smash Brothers Ultimate, Pokemon are not just rivals fighters, but something unknowable, untouchable and even god-like with their terrifying ability to weaponise the sun or literally turn a world on its head, regardless of one’s skill.
Squareblind looks over an entire year of videogaming through the prism of social media. This is a year that saw legitimate questions about the human toll of an intense game development schedule in order to generate a commercially successful digital world that promises the lifelike spectacle of a realistic horse’s backside. Everything has a cost.
There are videogames that, through the medium’s interactive nature, can offer insightful, empathetic new ways of conveying the human condition and stories of he we react to each other. Then there is a game like Doom, where you smash off a demon’s head with its limbs, both approaches are valid artforms.
It is possible to describe Celeste as both an old school platformer where you jump A LOT, and a more modern, intimate game about facing up to and embracing the unlikely sources of companionship and support required when facing up to personal hang ups and anxieties.
Drake, the world’s teenagers and even their dogs appear to be playing Fortnite. The Switch is also wildly popular. Yet never the two will meet. Let’s look at why and […]
One is a charming and intentionally plodding physics-based experiment in 3D platforming, the other a balletic and otherworldly exploration of someone’s mind. Human Fall Flat and Bound are world’s apart as gaming concepts, yet both marvel in the fluidity, invention and human fascination with movement, dance and overcoming physical limitations.