Horror and mystery and candy await.
We talk with lead writer Darby McDevitt and historical consultant Colin Woodard about bringing the 1700s to life.
How a hippy commune prefigured the videogame community’s love of play.
A portrait of the gamer as an young girl.
Playlist: noun; a list of things to play.
Only a few developers have been brave enough to let players see the data they collect on us.
Unless you’re already a Helvetica fanatic, in which case you know how cool this is.
Creator Kara Stone calls it “a playful way of taking on mental trauma.”
Farbs never intended for his space saga Captain Forever to actually take forever.
What should you play? These games!
“The language isn’t there.”
We speak to game designer Jon Chey and game consultant Richard Garfield (father of Magic: The Gathering) about merging two kinds of play.
Telltale Games mines decision-making numbers to change the player experience and the narrative itself.
A game jam developer asks what all these digitized drone strikes mean.
DICE’s beta is equal parts action film, art film, and huge crumbly cookie.
Nintendo is phasing out its Wii U debut, but one writer keeps the hope.
You come back, but you’re never the same.
On the road with Kazunori Yamauchi at the Jalopnik Film Festival.
We talk to author Corey Mead about his new book War Play.
James Wilkes’ five-minute short film proves that you don’t have to play with toys to play with toys.
The Ultimate Showdown of Ultimate Destiny, one round at a time.
I stand tall and pronounce this decision as a good one.