Welcome to the Epilogue

Three and Out – ‘Vignettes’

Everything is connected to everything else. Life is a fluid series of reinventing and shifting perspectives. Some video games capture this message in linear, narrative ways. Other games abstractly demonstrate this schema to us,...

Three and Out – ‘Psychonauts’

It is Ben’s recommendation that you listen to Peter Mcconnell’s score while you read the review. Playing Psychonauts felt like being sucked through a time portal to the portion of my life where I...

‘Cuphead’ and Expert Boss Design

Cuphead is one of those games that seemed to thrive on pure aesthetic alone. The classic cartoon art-style instantly captivated audiences of all ages, while the big band orchestra perfectly encapsulated the bygone era....

‘Titanfall 2’: More Than a Shooter

Titanfall 2 might seem like a clone of a Modern Warfare or Call of Duty game that makes itself “different” by including robots, armored suits, and a seriously enjoyable wall running feature, but reducing...

Three and Out – ‘Ashen’

On its surface, Ashen is a collection of inspired mechanics. There will be, and already have been, countless comparisons to Dark Souls – with many of those comparisons being warranted. There is slow, calculated...

Roundtable: Companion Characters

Question:  What role do side characters have in games? Specifically companion characters, not just NPCs. How do character companions influence the story, drive the narrative, and affect the gameplay? Ben: Companions, and the way...

‘One Hand Clapping’: A Sonorous Sensation

One Hand Clapping combines unexpected gameplay mechanics, lore, and surprisingly silent storytelling. The premise is generally a mystery. You are dropped into a world swirling with atmosphere and intrigue, something deeply reminiscent of how...

The Ten Worst Tutorials Ever

  One of the worst things in video games is the mandatory tutorial. It severs any chance of replaying a game and enjoying it in full (there will always be that part that you have to...

What Remains of Ludonarrative in ‘Edith Finch’

It’s easy to accuse narratively driven games of “walking simulator” status, meaning that a game lacks true challenge or “play” in the traditional sense. What Remains of Edith Finch has faced that criticism due...

No Man’s Subway Station

No Man’s Sky started as a flop with broken promises, and what seemed like immense empty space. The last part is the most intriguing though, a game full of empty space with very little...

Roundtable: Bonding With Characters

Question: How can games develop meaningful relationships between the player and its characters? What kind of mechanics help develop a bond – and what are your favorite instances of those mechanics? Andy: I feel...