#PC
#PC

By: RJ (@rga_02)
Have you ever imagined falling down into the abyss only to find yourself in the arms of a humanoid that does nothing with their time other than play the piano? I haven’t – but I’m pretty sure someone out there has imagined that before. For those who wish to live that life, Deemo has you covered, and it also happens to be a rhythm game as well.

by Omar (@siegarettes)
There are few feelings more satisfying than a good parry. Bleed 2 knows that, and not only does it center itself on it, it brings the best version of the parry: the one that can reflect missiles into an enemies face.
That’s what makes Bleed 2 work. The slow motion gunplay, the agile character, the two color bullet system – it all complements the parry. The parry changes the way you approach levels. It makes it smarter to be the aggressor, forces you to run towards bullets to create breathing room. The best moments in Bleed 2 are the ones that play with that. They create tension as you rally bullets until your opponent drops it, then have knock them out of the air with a quick response to their dive attack. Or they have you defend an ally by parrying a car out of the air.

by Shonté (@JohnnyxH)
For the end of the year, we take a look at the Games We Played, and the effects they had on us. Today we bring in poet, writer and friend
of the site Shonté
Daniels, whose other work can be found at http://shonte-daniels.com/.
Games are no stranger to the disposable body. Difficulty-driven titles like Super Meat Boy or Darkest Dungeon rely partially on the notion that characters will always die as part of their appeal. Darkest Dungeon plays with this, though, by giving characters agency and emotion. Adventurers feel less like dominos planted to fall, and more like living beings whose physical and mental wellness determine the success of the game.

by Omar (@siegarettes)
I’m going to be honest: it’s taken me this long to write about Yomawai because just looking at the desktop icon for the game fills me with anxiety. It’s joined Silent Hill 2, Amnesia: The Dark Descent, and Neverending Nightmares in the ranks of games that are both imminently compelling, and something I dread playing.

by Omar ( @siegarettes )
RIVE is a bit of anachronism in 2016. Despite the current popularity and developments of the twin-stick shooter, RIVE feels like a game from the heyday of Xbox Live Arcade. Between the gruff, blue collar characterization of the protagonist, constant reference to retro arcade games, and fourth wall breaks, RIVE is particularly enamored with an idea of a retro throwback in a way that now feels like a throwback itself.

By Omar (@siegarettes)
Single Press is a series of short writings on small games. It is made possible through the support of our Patreon.
In some ways, technology has become invisible to us. In our tech centric world, where computers and digital devices have become ubiquitous, we’ve stopped thinking about the devices that we operate on an everyday basis. Instead these machines have become interfaces to the world, connections with people, and pockets of personal expression. But when we leave them behind, what kind of personal detritus do we leave with them? What’s in your old family computer, those discarded thumb drives? What’s in the phone that you just lost?

by Omar (@siegarettes)
Stikbold is a game that gets by entirely by its charm. Between its bright color palette, humor, low poly characters and expressive animation, Stikbold is a game so lighthearted that often feels untethered from gravity. It’s a distinctly springtime game.


By Omar (@siegarettes)
There’s something comforting about the construction of myth. A sense of adventure that feels at once larger than life, incredulous even, but at the same time often intimate and familiar. That’s the feeling that Moon Hunters attempts to capture. Each hour long session is designed to produce a unique story for you and your friends.