Review: Leedmees
This game about leadership uses Kinect to project your body as a giant stick figure onto the screen. According to Richard Clark, in doing so it creates a rift between your power as a player and the value of a tiny blip’s life.
This game about leadership uses Kinect to project your body as a giant stick figure onto the screen. According to Richard Clark, in doing so it creates a rift between your power as a player and the value of a tiny blip’s life.
We talk to Jennifer Estaris, a designer of alternate reality games and children’s games, about trying to retrieve a sense of childhood and what she learned from Nickoledeon.
For Richard Clark, Uncharted 3‘s player-character Drake is so close, yet so far.
The creators of Doom and Quake make a case for their roots in their modern-day Rage. For Richard Clark, it cleanses the palate and the mind.
Battlefield 3 doesn’t stay true to actual war, and that’s a blessing. Richard Clark writes on all the good feelings of videogame war.
In this new series, we talk to up-and-coming independent game designers about their creative and professional rituals and routines. Brian Provinciano, creator of Retro City Rampage, tells us about quitting his day job to sign more contracts than he ever imagined.
What happens when you take the best part of a racing game and make it the entire game?
Richard Clark on the humanity of a war game played with words, and the inhumanity of computers carrying dictionaries.
Why the sublimely absurd Jetpack Joyride is a step forward for endless runners. Bonus: what Richard Clark does before bed.