At some point, someone sat down and decided to make an RPG which would be narrative-heavy, but it would be almost entirely emergent narrative. Where every plot direction and key moment was a consequence of the player’s actions. Where characters and their personalities would be entirely defined by player decisions, where situations would come down to the action (or inaction)…
Picture the scene, if you will. Socrates approaches the Lyceum, deep in thought. His disciples gather around him, and he poses this question: What’s a Greek Urn? The answer is, of course, about five drachmas an hour, and that’s a very old joke. Probably not quite as old as Socrates…
Read MoreI’m a big fan of itch.io for the freedom and open platform that it allows for developers to be creative, experimental, and directly canvas the audience for feedback for games that are not yet ready for primetime on Steam and its ilk. In addition, itch.io allows you to be transgressive,…
Read MoreConan Chop Chop wants to sit somewhere between Gauntlet and Hades. It wants to be an action roguelike with a moreish loot system, but also being orientated heavily towards bringing four friends together for some button-mashing chaos. Unfortunately, it’s much too inconsistent to reach the heights of either genre-defining great,…
Read MoreHundred Days is one of those wish fulfilment simulators that I am so glad exists. I love vineyards. I love touring them, tasting their boutique wines, and then staying for an à la carte meal at the vineyard’s inevitably pretentious-but-tasty restaurant. The food is always perfectly matched to the wine,…
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