They’ll sit in the same spot, smoking or pantomiming discussion until you leave line of sight.
A player is only as free to resolve conflicts as the scale of a game allows.
We celebrate those, as monstrous as they can be, so long as they’re aimed in the right direction.
Her manner is constant, her body language unyielding, moving from room to room suppressing threats.
A constructed world has so many unanswered questions in the cracks, in the spaces between the narrative and the gameplay.
There is a bit of hidden magic in the most basic structures and mechanics of a game.
It was interesting that the human character was so much more machinelike than her mechanical foil.
The paths on which games are built are often just straight roads.
There’s something endearing about storytelling coming from player action rather than scripted reaction.
Humans, at their core, aren’t really afraid of the dark. It’s what’s in the darkness that scares us.
Without at least a sense of empathy toward the conflict and its characters, a game has failed its medium on a fundamental level.