How Crow Country Captured the Survival Horror Energy of 1996
Resident Evil didn't know it was defining a genre. Crow Country, however, is trying to make sense of what to keep—and what to change—with hindsight.
Resident Evil didn't know it was defining a genre. Crow Country, however, is trying to make sense of what to keep—and what to change—with hindsight.
Later this year, more people will finally get a chance to experience of one survival horror's overlooked gems.
Three long months have meant very different things to Rob and Patrick over the course of their lives.
Arkane Austin told stories about power and how we try to hold onto it. With Redfall, Redfall was the termination of that tale.
As dark clouds draw nearer, Against the Storm keeps its eyes firmly on the bottom line.
If sunlight is the best disinfectant, why haven't years of shocking tell-all stories done more to improve game development processes?
None of us got into this line of work wanting to run a business, yet suddenly, here we are.
Why play a game you're excited about when you can grimly chase scores in an old one?
Pondering the future of games when publishers have decided they won't pay the money or take the risks required to make them.
Call of Duty: Advanced Warfare has endured in pop culture for a very weird reason. Here's how "Press F to pay respects" became the game's lasting legacy.
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.