The Dead Island trailer - considered by some to be the best trailer ever made - is the latest high-profile marketing effort that emphasizes a game's mood over its gameplay. Rob Rath examines the implications that strategy might have for the way games are sold in the future.
The zombies of Minecraft aren't simply there to make the game more difficult, says Russ Pitts. They're there to remind you that life's one true mission is that of survival.
With four players of dubious ability, far too many zombies, and 35 Gamerscore points on the line, sometimes you just have to cheat.
Assembling a coherent Zelda timeline is a bit like trying to assemble a jigsaw with your eyes shut, but that doesn't stop the series' fans from trying.
Look past the tanooki suits, the warp flutes, and that useless anchor, and you'll see how Super Mario Bros. 3 subverts players' expectations to make a game that feels truly magical.
His games are as easy as he is adorable, but Kirby has endeared himself to all sorts of videogame fans over his decades-long career - even those cranky hardcore types.
Kids used to consider "Nintendo" to be synonymous with "videogames," but the company's shifting priorities may have changed that forever.
Gaming is an expensive hobby no matter where you live, but it's particularly pricey in Poland, where you need to be especially creative when it comes to finding ways to play.
When it comes to getting the most out of your gaming dollar, it's hard to beat the huge library and lower tech demands of the wallet-friendly PlayStation 2.
Treasure awaits those who dare explore the depths of the bargain bin, where games go to die.
How rental stores enabled one gamer to play through a lay-off and recession, and why the looming extinction of such stores is bad news for consumers.
The pages of grimoires like the Necronomicon can control the fate of readers in ways both wonderful and horrible, which is why they make such great narrative tools in games.
Magic and technology are virtually indistinguishable in the realm of videogames, where talents like invisibility or fireballs can be the product of mechanical augmentations or mastery of the arcane.
The classic RPG Darklands portrayed its magic in a "realistic" manner, using the alchemy, saints, Templars and raubritter that were accepted beliefs of the 15th century.
William Bloodworth investigates how the source of ultimate cosmic power reflects the mood of four very different games.