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Mafia III is a postcard tour of the American South

Tell about the South. What’s it like there. What do they do there. Why do they live there. Why do they live at all. —William Faulkner, Absalom, Absalom! (1936) One of the currents running through Faulkner’s Absalom, Absalom!, and indeed the Southern literary tradition at large, is the difficulty of

Thoth isn’t here to make friends

Thoth works on certain illusions. A static screenshot would make you think this twin-stick shooter is more in line with Jeppe Carlsen’s previous game—the rhythm-based, minimalist platformer 140 (2013)—or that your dot in Thoth is kettled in against mean squares that look like descendants to Geometry

Mother Russia Bleeds is a little groggy

VHS cassettes were the ideal vessel for horror. The seams between fiction and reality were somehow hazier, hidden behind scanlines and stretched tape, allowing my imagination to magnify the terror of Gremlins (1984) and the murderous doll in Child’s Play (1988). A film like Ringu (1998), in which th

ReCore downplays its robot dog, which is all we care about

When ReCore’s first trailer premiered at E3 2015, the protagonist Joule and her scrappy robot dog charmed everyone with their expeditious tag-team adventure. Evoking Rey’s lone scavenger vibe from Star Wars: The Force Awakens (2015), the brief blast of combat at the trailer’s end promised creative,

The most dangerous enemy in ECHO’s futuristic Palace will be yourself

Most videogames are a battle of sorts between the player and the creators. Horror games use tone, aesthetic, sound, lighting, to scare and unease you. Carefully placed enemies and arenas offer challenging conflicts. Gauntlets of chasms and hazards await to test the player’s platforming prowess. But