Danielle Riendeau

Papo y Yo highlights the challenges of making personal experiences in games

It goes without saying, but making a video game is, well, hard. The more I learn about development, the more it amazes me that any game gets completed, let alone stands as a functional, polished, even fun experience. That goes doubly so when making a game with a “message”. To be clear, all authored

How do you recreate the adventure genre?

The Cave, out today for PSN and Wii U (and arriving tomorrow for XBLA and Steam), is the first title to spring from legendary adventure game designer Ron Gilbert’s (The Secret of Monkey Island, Day of the Tentacle) new gig at Double Fine Productions, the title is a classic adventure presented via 2D

Sony Online Entertainment wants more women in the industry. Will it work?

Considering a recent article in Edge that claims that the number of women working in the game industry is actually on the decline, it’s easier to swallow SOE’s terrible G.I.R.L. acronym for the actual good the initiative does. The G.I.R.L. (it stands for Gamers In Real Life, sigh) scholarship progra

The outcry about Dead Island shows how far games have come

The first truly major marketing gaffe of 2013 arrived yesterday, in the form of a bloodied, dismembered, bikini-clad statue offered to UK and Australian purchasers of Dead Island: Riptide special edition. It was a display of spectacular density, since publisher Deep Silver seems to have forgotten al