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Exploring the Arthouse

6/25/2014

 
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By Ginny Ratcliffe

Before delving into an incoherent attempt at explaining ‘THE DEFINITION OF ART’ we must first establish what kind of art it is that is being discussed. All games are art. That’s a given. Each one has been graphically designed – conceptualized, storyboarded.

What defines art therefore depends upon perception.


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Microsoft at E3 - Crackdown, Halo and Lara Croft!

6/10/2014

 
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By John Philip Jennings

Games, Games And Games.

This is what this years Xbox conference was all about, This is what Xbox owners wanted. This is what I wanted to see a lot more off. I mean what makes a games console? The games! Head of Xbox, Phil Spencer walked onto the stage to recognise not only the developers creating games for the Xbox platform, but Xbox's fans and their competitors in the console war, Playstation and Nintendo.


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The Wolf Among Us - Episode Four (Review)

6/1/2014

 
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By Mahesh Subramaniam

'In Sheep's Clothing.'

Telltale Games is a studio dedicated to making episodic experiences that are highly-interactive, character-driven stories. The latest such release is the fourth episode of The Wolf Among Us which, unfortunately, was not the best example of their work. I won't go into too much detail to avoid spoilers if you haven't played the first three episodes. Wolf Among Us is a prequel to the comic book series Fables, which uses famous fairy-tale characters as their main characters.


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Looking Back - What was actually wrong with Fable Anniversary?

5/14/2014

 
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By Ben Mapp

Back in 2004, Fable gave a surprising and interesting take on the fantasy genre. It was often inventive. But never innovative. It was clumsily made in fact with a strict targeting system, clunky gameplay and an even more dire control scheme, as well as splurging a rather uncreative storyline when compared to other fantasy RPG’s. Anyone who has ever played a fantasy game knows that complex stories can be mesmerising when done properly (Dragon Age: Origins anyone?), but Fable never once attempted it within its own narrative. Fable’s story felt safe with very little risk taken on behalf of the characters or in-game events, but in its own way, this was fine. This was just Fable. It was just how Fable was.


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    Head of Games
    Ben Mapp

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