Max Payne

‘SUPERHOTLine Miami’ Is Exactly What It Sounds Like

‘SUPERHOTLine Miami’ Is Exactly What It Sounds Like

SUPERHOTLine Miami provides a perfect case study in how slow-motion affects the pace and tone of a game.

“Remember to Save Often”: The Meta-Game Tactics of ‘Dishonored’

Alan Wake’s Women

‘Max Payne 3’: A Shooting Gallery with Teeth

Let’s Play: Interactivity by Proxy in a Web 2.0 Culture (Part 2)

The Lasting Accomplishment of ‘Max Payne’

Imitating Intimacy in Video Games

All This Useless Interactivity

Talk, Talk, Talk: October 2008

Zarathustran Analytics in Video Games, Part 5: The Four Forms

Above the Sea of Fog: The New Romantic Era of Video Games