If speedrunning hasn’t been enshrined universally as its own gaming genre yet, it is overdue. Historically, the term has been applied to the general act of completing a game as quickly as possible, and the activity has been leveraged for everything from charity to straight up competitive bragging rights.
If you’re reading this review, H. P. Lovecraft most likely needs no introduction. If he does, use the Google machine. So, imagine living in H.P. Lovecraft’s time and having foreknowledge of his posthumous influence in the world of horror and pop culture.
Come along with us for a long overdue third edition of the Alternate Fire podcast, which happens to be our first-ever tabletop-gaming podcast.
Hey kids! Do you like dungeon-crawly-hacky-slashy-beat-’em-ups? Of course you do.
It’s mid-day. I struck out to the west on my steed before first light, making sure he was well fed before the journey. I’ve passed the first portal. Maybe I should turn back, I might be too far out from my stronghold, but I need to reach the western camp.
Some may say that the most tumultuous and conflicting time of your life is your teenage years, a time when you must actively begin slotting yourself into a position in society while holding back the urge to slug all of the other teenagers around you.
Of all games that use elements from the roguelike genre, it’s my firm belief that the best ones are the ones that make failure part of the fun.
When it comes to indie games, there are many things to give thanks for. In particular, praise should be given to the indie gaming world for its role in the resurgence of many bygone eras of niche gaming.
As far as gameplay styles go, deck-building and city-planning are fairly hot items at the moment.
The ocean is one of the most terrifying places that we know about. Don’t believe me? Ever seen pictures of deep-sea angler fish? How about giant squid that can reach 46 feet in length?
Let it never be stated that the indie development world shies away from a little quirk. Far from it. Ok, imagine you’re a AAA-game publisher with a penchant for guns, explosions, and teenagers screaming at each other over voice chat. Now listen to this pitch:
I’ve noticed that, so far, a lot of my features on this site begin with me hearkening back to some by-gone era. Every article begins with me yammering on about the good old days when things were done this way, and this particular game did stuff that way.
As I mentioned in a previous news item, I’ve been looking forward to Lovers in a Dangerous Spacetime for quite a while. I’m a sucker for games with a big personality, which Lovers seemed to have in oodles.
Once upon a time, I was but a young child and I had no money. However, by the grace of my extended family’s finances, I received a gift which changed my life – a 386 PC with a 2X speed CD-ROM.
I’ve played through all of the Trine games so far, and I always thought they were an interesting case study in terms of games I’ve enjoyed.