Few video games are entirely self-explanatory. In the early glory days of arcades, instructions were printed on the cabinet around the edges of the screen. When video games came home, many titles were ...
Tutorials in fighting games are usually an afterthought, seemingly designed as a kind of Captcha. Can you walk forward and backward? Throw a punch? Lovely stuff – you're clearly a human, and are now ...
When I spoke to Obsidian region director Berto Ritger about Avowed earlier this month, the conversation mostly focused on the game's excellent level design and exploration. But he also touched on how ...
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