Unlike humans, genres arguably never die. But much like us, they do get older, adapting in unique ways to the rigours of time, while stubbornly sticking to other things they maybe should have let go. Out of this, greatness is sometimes haphazardly realised
A game cannot have a soul in the traditional sense of the word – if such a thing exists at all.
Yet in true videogame form, the entire basis of The Last Guardian is built around the principle of making you believe there may be something organic and sentient within the programming of Trico.
Sometimes, it takes a videogame to show us that the act of taking a selfie, in our modern world at least, is a very human – if annoying – way of telling stories
Is Monster Hunter World’s initial complexity and esoteric nature designed as a deliberate part of the game’s challenge, or unintended development choices? The answer is probably somewhere in the middle
Squareblind’s Neil Merrett came within touching distance of a real world videogame icon this month – David Pipe and the rest of the world just didn’t know it.
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.
By Neil Merrett Double Dragon 4 on PS4, released 2017, Developed by Ark System Works Humanity is fond of the phrase ‘never look back’. A warning against returning to beloved things […]