In 35MM, post-apocalyptic Russia plays you. You are one of a pair of friends walking across deserted Russian villages and forests. It’s not entirely clear what befell the world, but it was bad. The people are gone, and so too are most signs of life. More to the point: most signs of life as you commo
Imagine if you could visit any museum in the entire world: The Louvre, the MET, the MOMA. Any museum you’ve ever dreamed of. Now imagine again, if you could literally visit and walk within any work of art from around the world. This is a gift that Gigoia Studios has brought to life, time and again,
For the past few years, one of the more common debates to be found on social media has been over whether women are discriminated against within videogames. This can relate to a number of factors, including skill, female presence in the community, and how women are represented within games, but conve
Propelled by nature and elemental attributes, Quench’s tale of animal pilgrimage is actually ruled by human traits. It features a guidance system built around weather controls—tremors, wind gusts, and the like—that’s supported with flexible puzzle design. Different actions can surmount the same haza
As world design in games nowadays trends towards visions of vast, sprawling overworlds, intricately layered and impeccably nuanced, questions of mobility have risen to the forefront: how does the player get from point A to point B in the most efficient way possible? Questions of speed are of paramou