A few tweaks to a classic multiplayer structure creates a competitive experience that’s less teeth-grating than its contemporaries.

Watch this review on YouTube.

These days, most multiplayer games are intense. Call of Duty Warzone, with it’s powerful weapons and expletive shouting teammates is a teeth-grindingly tense experience. Valorant is so hyper optimized that looking two degrees around a corner in the wrong way can spell death and team humiliation. Even Fortnite can get hairy when an expert builder is boxing you in.

For those, like myself, who are looking for a more relaxed alternative, might I suggest Rogue Company, the relatively new multiplayer shooter from Hi-Rez Studios.

Rogue Company mashes up elements from many different multiplayer games. Counter…

A new iteration of X-Wing and TIE Fighter made for those who want to get obsessed.

Watch this review on YouTube.

If at any time in the last forty or so years, you’ve watched Star Wars and wondered what it might feel like to fly an X-Wing or a Tie Fighter, videogames have been able to provide that answer.

To name just a few games that have portrayed Star Wars’ so called “starfighting”: In 1983 the Star Wars arcade cabinet recreated the attack on the Death Star with rudimentary vector graphics. In the early 90’s X-Wing and TIE Fighter expanded on that experience for PC players. In the 2000s Star Wars: Rogue Squadron simplified the experience…

A recursive world gets married to a romantic story. It’s not exactly a match made in heaven.

Watch this review on YouTube.

If the classic question for songwriters is “which do you write first: music or lyrics?” Then the equivalent question for game designers must be “which do you create first: gameplay or story?” The answer, in both cases, is that it shouldn’t really matter which comes first as long as the two complement each other, and unfortunately in Maquette, the new game from Digital Decay and Annapurna Interactive, that doesn’t happen.

Maquette’s central hook is summed up perfectly in a fifteen second clip from its announcement trailer. The player picks up a small cube from the…

The Last of Us Part II does many things well, but in trying to do more, it loses the thing that made the first revolutionary.

The original The Last of UsThe Last of Us “Part 1”, I suppose — was a groundbreaking and historic videogame because it was the first major triple-A game where everything made sense in the realistic world you occupied. Until The Last of Us, every major triple-A game that tried to be realistic contained at least one element whose presence was justified by saying, “well, you know, this is a videogame, so it has to be this way.”

The Last of Us was remarkable because it didn’t contain any of those compromises. Every element was justified and each part…

Left Behind shows that a great way to do DLC is to be a small dessert after the meal of the main game.

In honor of The Last of Us Part II’s arrival, I finally publish the first review I ever wrote.

A simple, overlooked feature — the “howdy button” — transforms RDR 2 from a simple technological update into a revolutionary new way of experiencing open-world games.

A mix of Overcooked and Human Fall Flat that sometimes feels like a tug of war between the two influences.

A new entry in the classic beat ’em up series that’s heavy on nostalgia, light on innovation.

A good game. A great game. A classic game. But not the game I expected — and hoped — it would be.

Chris Davis

A new kind of videogame criticism that digs to the heart of every interactive experience.

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