Don’t Go Alone
Often clumsy but never too tough, Don’t Go Alone has some spooky fun with its campy haunted house motif.
Often clumsy but never too tough, Don’t Go Alone has some spooky fun with its campy haunted house motif.
Osamu Sato’s bizarre magnum opus is a metaphorical tale of rebirth and self-actualization.
What could a rock climbing game look like? Extreme Rock Climbing has some clever ideas – and plenty of sponsorship from PowerBar®.
Muriel Tramis’s slave rebellion strategy game confronts history with a cathartic rage never encountered in games – and it came out in the 80s.
Behold, a great awful game: Gooch Grundy’s X-Decathlon‘s astounding silliness frees its nonsensical sports from the need to be good or playable.
The wildly erratic, bizarre fighting game Grizzly is too much and all over the place – uncomfortably intense while trying to be silly.
H.E.D.Z. has 225 characters – one of the largest, strangest groups ever assembled – and not much else.
A combination of random events and speculative fiction creates drama in this game’s virtual auction house. Does it matter that we can’t separate the randomness from the intentional storytelling and character? (This article includes a history of the game’s rocky production.)
Everything has a visible cost in SimIsle, a tropical simulation game about the dynamics between industry, labor, and ecology. What does it mean that it contradicts its own environmentalist message?
Despite no convincing excuse to exist, Demolition tries to imagine an angle for a Star Wars-friendly car combat game.