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#story

Gone Home Review

Respect the environment.

Making a game with no puzzles, no combat, and no action to speak of in order to tell a specific and carefully crafted story seems like such a simple idea, and one that could easily turn out to be pretty boring. Luckily, the creators of Gone Home have been paying close attention to the powerful little vignettes stuck in the cracks of other games that have come before. It’s the little notes left in Skyrim’s caves and the journal entries in Myst that paved the way for Gone Home to turn those little nuggets into a pretty amazing story.

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Flashback - Story Trailer

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Dusty Revenge - Opening Cinematic

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Alien Rage - Story Trailer

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Dishonored: The Knife of Dunwall Review

Return to Dunwall only to long for Dunwall even more.

If there’s anyone in the world who loves Dishonored more than they should, it’s me.  Many were let down by the game after it received a skittering swarm of pre-launch hype that it couldn’t quite live up to – for certain people anyway.  I was completely sucked into Dishonored’s city of Dunwall, which led to several days of me heading to work fueled by only three or four hours of sleep.  Somehow I (and my career) survived this unhealthy escapism and I came out the other side infatuated with almost every piece of the game.  Imagine my excitement when the first true DLC (in my opinion) for the game was announced where you would be revisiting Dunwall as the assassin who set the main game’s events in motion.  Sadly, even though many of the things I love about Dishonored remain in The Knife of Dunwall DLC, it doesn’t live up to my lofty opinion of the original. 

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