Tagged: gaming
Why ‘Life is Strange 2’ is Struggling to Find its Footing
The original Life is Strange left an indelible impact on me and strengthened my conviction that videogames are perhaps the most powerful storytelling medium. Naturally, I’ve been jitteringly anticipating the sequel: Life is Strange...
Gris
In this month’s episode of LudonarrativeFM, Preston and Blake explore the uniquely artistic and emotional Gris (2018). This melodic platformer envelops you in a swirling watercolor world of hand-animated beauty, illustrating the journey of a young woman through emotional grief and depression. We argue that Gris will be enshrined as an affirming response to the question of whether videogames are art.
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Roundtable: Videogames are NOT Art?
Question: Why would anyone believe that games are not art? What is some of the value in or purpose of labeling games as an art form? Blake: I think the reason games are easily...
Exploring Antenarrative in ‘The Stanley Parable’
I began my first playthrough of The Stanley Parable by not following directions. The game’s narrator guides you along through the opening gambit of the level until you are met with two doors. Each...
Analysis: Is Bethesda going the way of Telltale?
With the abysmal reception to Bethesda’s recent release, Fallout 76, many gamers including myself found themselves in a state of utter disappointment. Though the company has taken repeated criticisms for buggy games, an outdated...
‘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...
Why ‘Chrono Trigger’ Holds Up in 2018: A Fresh Perspective
This past month, I embarked on a journey unlike any other: a blind first playthrough of Chrono Trigger. I had no expectations, no context, and no experience with this game – but I had...
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...