What sets this game apart is its perspective on the past: it’s not often you get to play as the Big Bad Nomad himself.
Ableism in horror games.
In real life, the magic of football lies in its unpredictability. But in Football Manager, players hate elements that undermine their years of careful planning.
Game cinematography and the player as director.
Which Lord of the Rings game would Sauron play?
Many multiplayer titles offer in-game boosts - for a price. But is it fair when someone beats you by getting out their credit card to bypass learning skills and grinding through upgrades?
Do games romanticise disasters?
The academic side of gaming, from the formalism debate to hermeneutics in game criticism.
It might be a tasteless joke, but the thousands of people proud of being part of the "PC Master Race" know they're getting the best bang for their buck when it comes to gaming.
Are queer and black voices being excluded from games?
The reason so many mainstream games are so violent isn't because of lack of imagination - it's just that, for now, it's the most effective way to create a compelling, competitive experience for the player.
Are we about to enter an “age of games”?
Tom Watson sits through the best and worst video games so you don’t have to.
What’s wrong with a self-assembly hero? A player-created protagonist doesn’t just solve the problem of players feeling unrepresented by the characters in their games, it crushes it.
This game isn’t trying to be a serious study of life, the universe or anything else – it is its self-awareness that makes it so good.
Acclaimed survival game This War of Mine gives players the chance to experience the wretched conditions of civilian life in a major city under siege.
Rice University’s psychoanalytics course "Scandinavian Fantasy Worlds: Old Norse Sagas and Skyrim" uses an open-world action role playing video game as its core reading.
Empire-building games, from Crusader Kings 2 to Civilisation V, feed our desire for power and control. But if you try to replay history as an ethical god-king, guess what happens? France invades.
Buying a game before the development process is finished is always a gamble – too often, it either goes very right or very wrong.
Should a game provide “value for money” and pad out its story with as many tedious hours of fetching things as possible, or is there merit in a short, sharp ending?
We should always be wary when outside agents attempt to co-opt video games to service an agenda - but I'm not talking about "social justice warriors", I'm talking about the gun lobby.
When the balance of challenge and reward in a game gets out of sync, players can end up doing length, tedious tasks in exchange for a “win”. Do we even know what fun is anymore?
If some gamers want their reviews to be reviews, and others want theirs to be criticism, why don't we accept that the two don't have to be the same thing?
The descendants of role-playing games like Dungeons and Dragons exist in the physical and virtual worlds, and even though they might play very differently, they're still influencing each other.
Gone are the days when you just bought a game and then played it. With the pre-orders, rushed productions and all the patches, the relationship between producers and customers is becoming ever more adversarial.
One of the many post-release fixes for Total War: Rome 2, Daughters of Mars, has involved the addition of female soldiers, and a very vocal minority of players are suddenly very concerned with ancient history.
Escaping into video games is something that people have been doing since video games were first invented. But is it time wasted, or valuable escapism?
What began as an addictive game soon became more than that – and it was the friendships, not the quests, that kept players coming back for more.
These phenomena tend to occur when video game players become so immersed in their gaming that, when they stop playing, they sometimes transfer some of their virtual gaming experiences to the real world.
The breakdown of trust between the public and the police has been reflected by how comfortable we are killing them in games.