Review

Review: Hipster City Cycle

Port 127’s Hipster City Cycle is a game in constant motion. Filipe Salgado rides through the satirical 8-bit world on his fixie bike, right into the good graces of hipsterdom.

Review: Blocks That Matter

Swing Swing Submarine’s Blocks That Matter is a game within a game—within many more games. Jon Irwin unravels the indie title inspired by Tetris and Minecraft.

Review: Terraria

Terraria is the anti-Minecraft. It’s too bad it was released too early. Brendan Keogh explores Terraria‘s potential despite its lack of refinement.

Review: L.A. Noire

Why is everyone in Team Bondi’s L.A. Noire obsessed with Cole Phelps? Kirk Hamilton makes a run through its virtual Los Angeles, and never looks back.

Review: Bulletstorm

Here is a game that revels in the absurdity of its premise and wants everyone to be able to enjoy it. Brian Howe takes a look at Bulletstorm‘s B-movie madness.

Review: Capsized

Alien Trap’s Capsized wants to let you float, fly and soar freely. If only it gave you some space. Dennis Kogel muses on why Capsized should have widened its horizons.

Review: Casey’s Contraptions

Things come together in this new iPad puzzle game inspired by The Incredible Machine. But the game has regressed—in the best possible way. Staff writer Richard Clark breaks down how.

Review: Bumpy Road

An endless game doubles as a meditation on love. Just don’t run out of gas, or drive into a hole in the ground. We review Simogo’s latest, Bumpy Road.

Review: Pulse: Volume One

An abstract rhythm game has a lot of convincing to do. Kevin Nguyen on why Pulse gets its musical priorities wrong.

Review: Dragon Age II

BioWare’s latest role-playing epic knows how to seduce you, except when it really doesn’t. J. Nicholas Geist writes on the game’s fourth-wall-breaking manuevers and the issue of acceptance.

Review: One Single Life

An iPhone concept game is redundant in more ways than one single way. Filipe Salgado explains why One Single Life plummets to the ground.

Review: Vector Runner

An abstract racing game speaks to our times of convenience. Jon Irwin wonders how lines on black can still carry such weight.

Review: Pilotwings Resort

When losing your cookies can be a good thing. Staff writer Jon Irwin reviews Nintendo’s latest, and 3D-enabled, sandbox in the sky.

Review: GIRP

Bennett Foddy’s GIRP reminds us of the human instincts to survive and to improve. Lana Polansky explores how GIRP captures what it’s like to feel over-exerted—and the sense of accomplishment that comes from outdoing one’s own expectations.

Review: MLB 11: The Show

Does MLB 11: The Show capture the feeling of a real game of baseball? How does it capture realism while still providing exciting action? Ian Cohen describes the elation of MLB 11: The Shows‘s new pitching mechanic and the genius of paving out a virtual Major League career.

Review: Torchlight

What is the true endpoint of a good dungeon crawl? Is it contentment and riches, or some perversion of the two? We dig into Torchlight in search of truths.

Review: WarLight

Why a browser game about conquering the world is Chris Dahlen’s preferred way to communicate with his friends.

Review: Mortal Kombat

What makes eating a man’s face so sexy? And how does Quan Chi relate to The Wire? We take a blow-by-blow look at Mortal Kombat‘s new fatalities.

Review: Portal 2

More story, more laughs, more portals. Portal 2 hits all the right notes when it comes to delivering a bigger, better Portal. Jason Johnson explains how it gets away with being more than a sequel.

Review: Crysis 2

Videogames are anything but real, but at least Crysis is known for its accurate simulations of natural environments. So why is Crysis 2 set in the concrete jungle? Ben Abraham talks about why the sequel feels too artificial.