Sega's 2001 rail shooter game Rez.
Critical Distance: This week in videogame blogging #3
By Critical Distance - 26 January 19:12

The academic side of gaming, from the formalism debate to hermeneutics in game criticism.

The studio audience cheers before the start of the League of Legends North American Championship Series Spring Split round robin competition, at the MBS Media Campus in Manhattan Beach, California February 22, 2014. Photo: Getty Images
It’s OK for PC gamers to be a little arrogant – they know they've backed the right platform
By Phil Hartup - 21 January 13:18

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.

Obscurasoft's gay dating sim “Coming Out on Top”.
Critical Distance: This week in videogame blogging #2
By Critical Distance - 20 January 10:48

Are queer and black voices being excluded from games?

Mass Effect 3, a rare game with interpersonal relationships between characters that don't feel redundant. Image: BioWare
The reason video games feature stabbing, shooting and starting fires: it's more fun than talking
By Phil Hartup - 19 January 12:43

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.

Bioshock Infinite: can it really be called a “living, breathing world”?
Critical Distance: This week in videogame blogging #1
By Critical Distance - 13 January 15:38

Are we about to enter an “age of games”?

Destiny has taken over this MP’s life.
A date with Destiny: Tom Watson on the best and worst games of 2014
By Tom Watson - 22 December 15:47

Tom Watson sits through the best and worst video games so you don’t have to.

Dragon Age: Origins is a good example of how a game’s story can be moulded to a player-created character.
There’s no excuse for more boring white male game heroes
By Phil Hartup - 05 December 12:44

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.

There’s quite a bit of “elephant-related malarkey” in this game. Image: Ubisoft
When formulas work, they really work – Far Cry 4 proves it
By Phil Hartup - 01 December 12:24

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.

A screenshot from This War of Mine. Image: 11 Bit Studios
This War of Mine: an unflinching game of civilian life and death in a city under siege
By Phil Hartup - 24 November 15:57

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.

The Tolkein-inspired world of Skyrim. Image: Bethesda
How Skyrim is teaching university students about the decline of US empire
By Joe Donnelly - 24 November 10:51

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.

The ethics of virtual empire-building, or: why everybody wants to rule the world
By Phil Hartup - 18 November 16:54

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.

Kerbal Space Program has been one of the early access success stories, although not without its frustrations.
Kerbal Space Program and early access: would you pay money for a video game that isn’t finished?
By Phil Hartup - 07 November 12:45

Buying a game before the development process is finished is always a gamble – too often, it either goes very right or very wrong.

Batman: Arkham Asylum is one of the few games to create a richer story in order to have longer gameplay.
When it comes to video games, how long is too long?
By Phil Hartup - 28 October 15:07

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?

The Borderlands series is one of only a handful to recognise the role that guns have come to play in games.
The real GamerGate scandal: why are videogames so in thrall to gun culture?
By Phil Hartup - 20 October 17:30

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.

In “Destiny”, it is possible to spend hours just shooting things that come out of a cave.
At what point does a video game become a grindingly menial job?
By Phil Hartup - 26 September 15:16

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?

A screenshot from GTA V. Just a game, or a work of art worth critiquing? Image: Rockstar Games
Criticism vs reviews: sometimes, it’s OK to care only about how a game plays
By Phil Hartup - 15 September 17:32

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? 

A game of Dungeons and Dragons. Photo: Will Merydith/Flickr
The evolution of the role-playing game: from table top to video games, and back again
By Phil Hartup - 08 September 18:23

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.

Titanfall, aka Call of Duty with robots. Image: Respawn Entertainment
Yes, gamers are angry, but why wouldn’t they be when the games industry hates them?
By Phil Hartup - 26 August 15:36

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.  

The entire game is ahistorical anyway, so what’s the problem? Image: Creative Assembly
Why does historical accuracy only matter when a game puts women on the battlefield?
By Phil Hartup - 20 August 12:26

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.

Is all the time in front of that screen time wasted? Photo: Getty
I’ve probably played over 10,000 hours of video games. I could be a concert pianist by now
By Phil Hartup - 18 August 14:31

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?

A group of warriors in the World of Warcraft. Image: Screenshot
Some of my best friends call me Strawberry: the friendships I made and lost playing World of Warcraft
By Willard Foxton - 04 August 10:02

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.

Have you experienced the Tetris Effect? Photo: Sally Mahoney on Flickr via Creative Commons
How gaming behaviour can spill over into real life
By Mark Griffiths - 01 August 11:32

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.

A screenshot of the main character of Grant Theft Auto V hiding behind a police car during a shootout. Image: Rockstar
Cops and robbers: how the police became our new favourite video game villains
By Phil Hartup - 21 July 17:34

The breakdown of trust between the public and the police has been reflected by how comfortable we are killing them in games.

Planetoids in Minecraft, by Mike Prosser. Image via Flickr/Creative Commons
Why indie gaming’s obsession with moneymaking hurts us all
By Simon Parkin - 14 July 8:30

The dominant story of this video game-making generation is the one about the struggling artist who made a breakout hit and never needed to work again, and that’s limiting the kind of games that are getting made.

A still from Hearthstone: Curse of Naxxramas.
Why can’t women compete against men at video games? Sexism, that’s why
By Phil Hartup - 11 July 16:16

The International e-Sports Federation has reversed their men-only policy in favour of one competition for women, and one for everyone else including women. What kind of message does that send?

Still from video game Half Life. Photo: Flickr/Adam Messinger
The problem of the modern first-person shooter in video games
By Phil Hartup - 07 July 15:20

As the first-person shooter has evolved to be bloated in terms of costs and production requirements, its game play mechanics have atrophied over the years.

Spintires is less about how thinks look, and more about how they respond to the player.
Spintires: a deceptively simple game that turns mud, logs and trucks into an addictive narrative
By Phil Hartup - 19 June 15:42

In this game, driving between two points on the map in order to transport some logs becomes a gruelling, fascinating expedition.

Lara Croft in Rise of the Tomb Raider. Image Square Enix
By taking on mental health issues, the likes of Tomb Raider show that video games are maturing
By Phil Hartup - 13 June 13:02

Tackling ideas of sanity, darkness and fear is a welcome effort to move away from the violent and emotionally withdrawn stereotype of a video game hero.

A still from Spec Ops: The Line.
Why is it so appealing to play as a terrorist in video games?
By Phil Hartup - 06 June 16:10

In real life, we abhor terrorism and everything associated with it. So why do so many games manage to convince us that playing at it is fun?

A screenshot from Watch_Dogs, with the protagonist hacking a control panel to electrocute an enemy. Image: Ubisoft
Hack-’em-up Watch_Dogs isn’t as clever as it thinks it is
By Phil Hartup - 29 May 16:00

Ubisoft's much-hyped Watch_Dogs isn't about shooting people - instead, it's all about hacking the world around you to control the city and trip up enemies. Yet this ambitous premise falls flat.