Designing multiple complexities in games is a giant risk, because the more intricacies there are, the harder they become to handle for users and the tougher the
Remakes are out of control and with the turn of console technology, many are using the shift as an excuse for another needless repackaging. Metro Redux is such
Games that appear like they’re one thing, but they’re actually another walk a fine line between being surprisingly refreshing and awfully misleading
Just how vital is writing, the actual crafting of words, when it comes to presenting a great story and motivating listeners to keep watching? That’s a que
There’s elegance in trying to craft something compact but wholly satisfying, even if it means making a seemingly small game like Savant: Ascent. Just like
Sacred 3 is at the point in the series where a sequel needs to step away from its prior iterations, to prevent stagnation, but also try to keep its integrity. I