Review

Death Road to Canada is not sorry about eating you

The only things moldier than a zombie’s jeans are complaints about the ubiquity of zombie-themed media. And yet, like a skeleton draped with liquified cold cuts wandering through the chapped streets of Any City, USA, here I shamble. The zombie—a thinly-veiled metaphor for the monstrosity of humanity

Near Death is a little too numb

Near Death begins when a woman crashes at the abandoned Sutro Station in the Marie Byrd Land region of Antarctica. There is no ceremonious setup, only the bare-bones facts of her situation: the temperature, the location, the condition of polar night, and the wind chill. She fumbles through the dark

No Man’s Sky is a theater of processes

I remember making a mental note when I read that Sean Murray’s “favorite thing” in No Man’s Sky were the space station windows. On two separate occasions, he even went so far as to take people directly to the same window, as if it was one of the prime features of the game. “I’m going to show you the

I Am Setsuna is cold at heart

I grew up with JRPGs, but not in the sense that most people grow up with them. My mom always played them, and I always sat perched, cross-legged in our quaint apartment, happily petting our cat and watching her exciting journeys unfold. Mostly, it was the Final Fantasy games, but sometimes we’d fit

Necropolis couldn’t entertain the dead

How’d dungeons get so big, anyway? Before fantasy games, dungeons were modest medieval cells or imprisonment-themed sex rooms. But in today’s post-D&D RPGs the dungeon might as well be the cornerstone of the universe. Any tough mazey place becomes a dungeon: labyrinths, catacombs, mines, caves, mans