The CGI softcore and coquetry of Lollipop Chainsaw is not supposed to be taken seriously. But are the game’s aggressive sexual politics culpable of its rather serious presumptions of gender? Sorry, it’s not sorry.
While much of modern gaming revolves around success or achievement in its various forms, Rich Clark argues that a clearer vision of what games could be comes from the well-known Beatitudes, preached in Jesus's Sermon on the Mount. After a week of grasping hell, Clark offers a differing view of heaven.
The way to get us to jog, apparently, is to say that zombies are coming. In Zombies, Run!, an alternate-reality game about health and fitness, Richard Clark sees a more universal experience of being convinced and feeling something real.
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.
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.
The new action game from Devil May Cry and Ōkami artist Takeyasu Sawaki takes the Book of Enoch as inspiration. But it takes a fresh stance on the influence of God, the hero's motivations, and the source of salvation. Richard Clark digs into El Shaddai.
David Kalina, one half of the team behind Spider: The Secret of Bryce Manor, speaks to us about learning to code, making lifelong friends, teenage acts of PC game piracy, and feeling the spark of inspiration from a little game called Braid.
Despite all the improvements Kinect boasts technologically, Kinect Fun Labs stands as a painful reminder of what we lack socially. Richard Clark explains why Kinect Me and its other applications make him feel nothing but disconnected.
Richard Clark risks it all with Sequence, the genre-bending Xbox Live Indie Games title. How does Sequence use rhythm and role-playing to bring out the best in each genre by demanding imperfection from us as players?