Featured Articles

Where There's a Whip

"Ultima Underworld: The Stygian Abyss was designed to take at least 60 hours to complete. The lead tester could finish the entire game in 47 minutes." In Speed Thrills, Allen Varney explores the world of the speedrunners, gamers who get their kicks the old fashioned way: pure speed.

Where There's a Whip

"Chess is thought to have been invented in sixth century India. The rules have been tweaked, but the game has endured for a millennia-and-a-half. I can guarantee World of Warcraft doesn't have that kind of re-playability." In The Forgotten Gamers Dana Massey explains how game designers are often their own worst enemies.

Where There's a Whip

"The beginning is always the same: A lone zombie appears on the horizon, hungry, mean and ready to ruin your day." In Zombies Ate the Master Chief, Russ Pitts takes a light-hearted look at how player-made game variants have given Bungie's Halo 2 the staying power of ... well, the living dead.

Where There's a Whip

"It seems counter-intuitive to say an entertainment form can be boring, yet it obviously happens, because everyone's tastes are different. But do we have an epidemic on our hands?" In But I Thought Games Were Supposed to Be Fun! Peter Robinette examines the causes of boredom in games, casting game developers in the role of "boredom managers."

It Came From The Escapist

"Sure, zombies running through a city, chasing you while releasing the occasional spine-chilling moan might be a scary thing to you in general, but you're not helping things by playing the game in broad daylight." Dan Dormer explains why portable gaming devices just aren't all that scary in Handheld Horror.

It Came From The Escapist

"Cthulhu still lives, too, I suppose, again in that chasm of stone which has shielded him since the sun was young. His accursed city is sunken once more ..." In Dreading the Shadows on the Wall, Michael Zenke examines the life and work of horror master, H.P. Lovecraft, and explains why even if you've never heard of him, you're probably already familiar with his work.

It Came From The Escapist

"That's the old passage to Ravenholm. We don't go there anymore." In Return To Ravenholm, Hitchiker explores the darkest corner of Valve's Half-Life 2, taking us on a tour of a modern masterpiece of survival horror.

It Came From The Escapist

"The line between gaming and the real world continues to blur every day, and ARGs are taking the lead in pushing the boundaries to the breaking point." In "Breaking the Fourth Wall," Shannon Drake explores the weird world of Alternate Reality gaming with the people who make it their purpose to make your reality a bit more threatening.

It Came From The Escapist

Cole Stryker explores the stark landscape of sleeper horror hit "Black Dahlia."

It Came From The Escapist

Who's afraid of a game? Tom Rhodes is. In "Afraid of the Dark," Rhodes takes us on a trip through his tortured psyche as he attempts to enjoy some of gaming's most intense experiences.

It Came From The Escapist

"Genre is about economy." In "Pleasurable Genres," Jon Schnaars explores the ways in which the genre itself defines our expectations, and how survival/horror games give you more of what you need.

Girl Power 2

"Originally, Septonian hadn't even known that his companion was female. But it wasn't long into their friendship before he found out that the male mage was a girl in real life." Laura Genender tells the unnerving tale of two gamers whose in-game romance polarized an entire gaming community and exposed a very real problem plaguing many MMOs.

Girl Power 2

"I know that sometimes it's alienating to be a woman in a sphere like videogaming, but I can't help thinking that the 'issue' of 'girls in games' has largely been manufactured ..." In Selling Power, Ancil Anthropy takes a hard look at the market forces at play in today's battle of the gaming sexes.

Girl Power 2

"If there are already innumerous games that in no way even suggest a gender bias, this leads me to think: There's something else keeping women from games rather than the way women are presented in them." In Asexuality Actually, John Walker explores the possibility that the perception of gender bias in gaming may, in fact, be a red herring.

Girl Power 2

In an industry largely dominated by men, one company managed to establish itself as the number 1 employer of female game designers before anyone had even recognized the need. Justin McElroy's Women at the Pinnacle takes a look at Sierra's unique chemistry during the early days of video gaming.