Sp_ace and TimesnewRoman continued the life of Fredward Brante, missed out on talking to the Marting-Luther-Lady and in exchange got a dose of pollen-brainwashing instead.
Sp_ace and TimesnewRoman continued the life of Fredward Brante, missed out on talking to the Marting-Luther-Lady and in exchange got a dose of pollen-brainwashing instead.
Sp_ace and TimesnewRoman continued their journey as Fredward Brante in the Arnkian Empire. There might be more to this world than we first thought.
Sp_ace is streaming again and brought TimesnewRoman along for the ride! After playing for two hours, we can only state: man, this world sucks.
In this sixth edition of How Games Tell Tales, I will discuss how the Beginner’s Guide treats the tension between authors and their audience, through a story in which a developer’s games get interpreted.
In this fifth instalment of How Games Tell Tales, I will discuss how games can tell stories without actually telling a story at all. I will explore how a game such as Bloodborne can create a narrative that players collectively imagine through exploration, vague hints, and atmosphere.
In this fourth installment of How Games Tell Tales, I will discuss how games portray unreliable narration. Using Spec Ops: The Line as an example, I will show that the hyperreality of video games influences how an unreliable story can be experienced. I will also discuss the criticism this game has of military entertainment.