Star Trek gave us phasers, warp drives and a host of alien cultures. But its most enduring legacy might be the image of Trekkies themselves. Colin Rowsell discusses the toxic influence that hardcore fans can have on their beloved entertainment property.
For some, Star Trek is an obsession. But for Catie Osborn, it was something more than that: It provided the common ground that helped strengthen her relationship with her father.
Riverside, IA, is an ordinary Midwestern town but for one rare distinction: It's the future birthplace of James Tiberius Kirk, Captain of the U.S.S. Enterprise. Brendan Sears makes a voyage to Riverside to learn what it really means to be a Trekkie.
It's been over eight years since Max Payne hit store shelves, but game developers haven't stopped imitating Remedy's take on cinematic gunplay. What's so special about Bullet Time, anyway? Jordan Deam looks at Max Payne's oft-copied game mechanic and what made us fall in love with it in the first place.
From the shifting day cycles of Castlevania II: Simon's Quest to the temporal loop of Legend of Zelda: Majora's Mask, developers continue to find creative ways to integrate the passage of time into their games. Dan Squire looks at the evolution of in-game time systems and how they help create a more immersive experience for players.
The halting gameplay of Mirror's Edge may have initially frustrated some players, but it could also be the game's chief pleasure. Robert Buerkle examines the first-person free-runner through the lens of another story about experiencing the same moments over and over again: Groundhog Day.
Games have started to lose their luster for at least one crotchety 31-year-old. But Graeme Virtue has a plan - to evoke his most poignant gaming memories in reverse and (hopefully) arrive at the moment where it all began.
The uncanny valley looms large over all the advances in CGI, but what happens when technology finally crosses that barrier? There are experts and evidence both suggesting that the floodgates of confusion caused by realistic CGI have already started to open, and the results are stranger than people may have even imagined.
As games evolve as a storytelling medium, creative game makers are finding new ways of using the medium to challenge the limits of free speech. Kate McKiernan looks at the fiery debate surrounding this game as well as the motivations of the creator responsible for it.
What makes game worlds so compelling? Is it their ever growing realism, or is it something else? Robert Buerkle investigates how games draw us in to their uniquely truthy reality.
Is OKCupid the successful union of MMO concepts with a dating service or is it all just another gimmick? Robert Yang examines the service from both a dating and gaming perspective.
The Escapist's own Editor-in-Chief examines the obstacles gamers face when trying to make the jump from single player to co-op in real life.
When it comes to videogames, you don't have to be holding the controller to enjoy the experience. Josh Hilley explains why some single-player games are best played with more than one player.
The better single-player games tend to be gripping, pleasurable and have an explosive climax. So it's no surprise the years have borne witness to a number of titles where you only need one hand to play. Peter Parrish analyzes the puzzling gameplay of Artificial Girl 3.
What happens when you venture into a multiplayer world with the sole purpose of playing a single-player game? In one player's experience, you find a pretty cold reception. Jon Glover chronicles his lonely trek through PlayStation Home.