More Articles in playing

The Perils of an Open World: What Far Cry 2 Can Learn from Burnout Paradise

By • May 22nd, 2009 • Category: playing

Far Cry 2 is an exceptional game buried beneath a pile of inconveniences. Burnout Paradise is a decent game condensed down to the purest, most concentrated fun.



The City That Never Sleeps: GTA Grows Up with ‘The Lost and Damned’

By • Apr 3rd, 2009 • Category: playing

What makes this downloadable ‘Grand Theft Auto’ a big step forward for the series, and what they can learn from an unlikely source: ‘The Simpsons’.



Tender Age In Bloom: ‘Flower’ Takes Games To New Places

By • Feb 27th, 2009 • Category: playing

Flower achieves more than just thumbs up for ‘different’ and ‘beautiful’. It builds on fundamental ideas that bring a refreshing perspective to game design.



You Can’t Love What You Don’t See: The Missing Pieces of ‘Fallout 3’

By • Jan 26th, 2009 • Category: playing

On paper there’s a good case for calling it the best game of 2008. But for all the impressive things built into ‘Fallout 3’, what’s left out prevents it from being as satisfying as its potential.



Don’t Walk the Line: Running Down ‘Mirror’s Edge’

By • Dec 15th, 2008 • Category: playing

Why everyone should try it, some will find it maddening, and in the end it’s all worth it.



Our Pals at Penny Arcade Get Episodic Right

By • Dec 1st, 2008 • Category: playing

‘On The Rain-Slick Precipice of Darkness’ nails the sweet spot of episodic content delivery and captures the spirit of its sources.



The ‘Fans of the Genre’ Myth: Why I’m Skipping ‘Dead Space’

By • Oct 24th, 2008 • Category: playing

If ‘Dead Space’ is a big success, it might not be because there are millions of ‘fans of the genre’ who couldn’t wait to go out and play a B-grade release that recycles the ideas of its predecessors.



A Case Against Turning Bad Ideas into Awful Franchises: Three Tips for Xbox Originals

By • Aug 26th, 2008 • Category: playing

“Masters of Horror Taking on Comedy” betrays its embarrassing boardroom creativity. Here are three ways Microsoft could better serve their audience and build their service.



The Joys of Untangling ‘Braid’

By • Aug 15th, 2008 • Category: playing

In a sense, Jonathan Blow’s indie gem is storyless, and leaves us to extract whatever story we glean from playing it.



I Feel the Pain of Every One, Then I Feel Nothing: Death and Distress in ‘COD4’

By • Jul 30th, 2008 • Category: playing

Call of Duty 4 is much more than just another war game for the trigger-happy — it evolves the way you experience pain, and even death, through your game character’s eyes.