Narayana Walters, a computer science student at Appalachian State University, is fed up with seeing the same old designs in horror and survival games. But rather than sticking to moaning about it, Walters is doing the admirable thing of making his own: a non-linear, open-world survival horror game c
“Dull” reads the game’s judgement, punched across the top-right corner of the screen in a disappointed font. Dante throws his shoulder, thrusting his blade into the marionette a second time. “Cool!” Later, once Dante has become a proper daddy’s boy, he’ll impress the game he’s trapped inside to the
Videogames haven’t been kind to Cuba. In 1996, A-10 Cuba! had players decimating Cuban military defenses from an aircraft; the following year saw GoldenEye 007 on the Nintendo 64 depict Cuba as a hostile jungle full of source-less bullets; it didn’t even let up in 2010, with the arrival of Call of D
“Holy shit!” That’s the correct reaction to finding out that Gravity Rush 2 will have city-sized enemies. In fact, they actually are cities—the screenshot above is of a Ghost City, which “eats entire buildings, reconstructing them as limbs as it fights.” That is the coolest shit. This info comes fro
Paperash Studio has done everything creative you can do with paper, except put words on it. The studio’s textless adventure, Dark Train, is made entirely out of papercraft and code—a carefully folded world of bats and belfries, soccer fields and sleazy hotels. Its title flirts with the idea of being