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Wednesday, April 30, 2014

Living With Consequences In The Uncanny Valley

Dying in video games has become an awful lot more interesting in recent years, with a wide spectrum from permadeath in roguelike-likes to the die-restart-go-die-restart-go of Super Meat Boy and Hotline Miami. Something I’ve been keen to see more of, though, is games where dying isn’t the main failure state, where things go wrong and [...]

An interesting read via Rock, Paper, Shotgun


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