Total War: Star Wars and Counterintuitive Historical Accuracy
Warfare in Star Wars is often very silly and nonsensical... but that makes it a good candidate for Total War.
Warfare in Star Wars is often very silly and nonsensical... but that makes it a good candidate for Total War.
A conversation with the designer behind a simple, but brilliant, video game about a drill.
Ian Milham works at ILM these days, but for years, he helped define the iconic look of Dead Space, including its tremendous sequel.
Patrick and Rob are thoroughly enjoying the new TV show, but wonder what it says about Bethesda, the state of its games, and the future of Fallout.
PAX East was the first time many of the Remap crew had seen each other, let alone fans, in a minute. It was fun...and stressful.
The Prince of Persia and Last Express creator's memoir is a meditation on the persistence of family history in the face of the present.
Rob and Patrick talk about the limits of the Sweet Baby Detected campaign.
Austin Walker returns for the sake of a new take on an old favorite.
A week of (Shin) Godzilla, motorsports, and revisiting a classic Star Wars multiplayer game.
Look, it's just a number, but maybe those numbers were actually important.
An overriding interest in meta-commentary puts Rebirth at an awkward remove not just from the original game, but from its entire story.
Everyone knew this would happen, but it's finally here.
Games increasingly manipulate us in order to demand more of our attention. It's annoying and stressful... but do we also make it necessary?