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?
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.
Much like that difficult second album, the sequels to video games are easy to get wrong, so what's the best formula for a successful remake or sequel?
Facebook don't want to make great games. They want more users, more metadata and more adverts. Whatever the Oculus Rift could have been is now dead.
I come here today not to bury Ken Levine but to praise Irrational Games. When they were good they were very, very good, and when they were bad they made <em>Bioshock: Infinite</em>.
Virginia Woolf wrote that the most striking sentence she read in literature was "Chloe liked Olivia". In games, what would the equivalent be?
Make a game about being a pirate, let the player be a pirate, spend the money you would have spent on building the modern world part of the game on more pirate things. Like a parrot.
This game has such market power that it can defy all media attacks and laugh at itself, knowing that millions of us get the joke, says Tom Watson.
Alex Hern speaks to the all-star producer and lead of the upcoming Splinter Cell: Blacklist about upstart indie gamers, the polygons of emotion - and the new Spies vs Mercs mode.
Helen Lewis and Phil Hartup shortlisted.