Past Featured Games

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Blackguards is proof that the typical script of a pen-and-paper role-playing adventure path is not always suited for other media. There's a barrage of clichés and stereotypes to face, like brash dwarves, crazy wizards and amnesiac protagonists, but also betrayal!

The best part is some of the dialogue that captures the crazy and stupid things people say during real life pen-and-paper D&D sessions. There's a little less of those pompous conversations that mark most AAA titles' characters. I believe they should've focused more on this and less on making you feel like you're still the hero, while you're obviously playing a band of criminals.

The story, however, is of secondary importance. The game lives and dies for its hex map battles, and they've really succeeded with those. Most fans of turn-based tactical RPGs will find them a delight.

Oct 15, 2016, submitted by CalaisianMindthief (7554)

Building from the phenomenal original Stronghold, Stronghold Crusader can be looked as both a standalone expansion pack and a title that can work well on its own.

Released in the age where the average add-on wasn't just an extra silly hat, Crusader completely replaced the environment of the original with deserts, included an entire set of new units, and almost seamlessly migrated from a medieval England setting to the brutal Crusades.

Like a true expansion, Crusader finished what the original game started, added what it missed (skirmishes and proper multiplayer), brought a worthy new singleplayer experience and cemented the series' popularity.

Oct 09, 2016, submitted by Plokite_Wolf (1879)

This game is as frustrating as it is appealing and fun. Betcha you hit the quickload hotkey as soon as you read the name ;)

Commandos spawned an entire subgenre of real-time tactics games, where a handful of unique commandos caused complete havoc in Nazi bases, but to even close in on their objectives, they needed to pass an entire army of guards and patrols. The game valued stealth over brawn, and imitating Rambo was a completely failed strategy.

Every commando had his use, and apart from managing their positions and actions, their every move needed to be properly timed to avoid being confused for Swiss cheese. While each mission was hard in its own right, passing them felt gratifying to compensate, even without spectacular cutscenes.

Sep 28, 2016, submitted by Plokite_Wolf (1879)

When your project's tech demo gathers thousands upon thousands of downloads in the course of one summer, you know that you're doing something right. If your customers are only angry because there's not enough copies sent to stores, you've hit jackpot.

The year 2001 was a breakthrough for the small Croatian studio Croteam, having released the first Serious Sam title to an audience that grew up on Doom, Quake and Duke Nukem and liked the game not only before it hit the shelves, but long after the fact. Meet Sam Stone, pure walking testosterone armed with lots of different weapons engaging various monsters (including the iconic Headless Kamikaze) without flinching. Couple that with Duke-style one-liners, numerous levels and never-ending streams of enemies, this digital adrenaline kick is a testament to old-school shooters.

Sep 18, 2016, submitted by Plokite_Wolf (1879)

Free roaming has become a big part of the gaming industry, including the more obvious titles like Assassin's Creed or Grand Theft Auto. The Saboteur is one of these free roaming games, and does it splendidly.

As someone who loves history, I couldn't be more happy to play Sean Devlin, fighting Nazis in occupied France. Using cars and weapons based upon real-world World War II designs, Sean fights for his best friends' country and people.

The atmosphere of the game is one to admire. With Nazis on every corner, searching and executing any people not abiding their new laws, it couldn't have been a more dangerous time to be part of the French Resistance.

Sep 08, 2016, submitted by Kennyannydenny (20162)

Not too long ago, I mentioned the period between 1999 and 2003 as the prime era of Star Trek gaming. Armada was one of the games that showed this the most.

While it doesn't follow the true Trek spirit of exploration and diplomacy, the game's storyline was very much enjoyable. It managed to show the Borg as resourceful and fearsome as they were intended to be (*coughVoyagercough*), and the sole thought of their vicinity has major races shaking in their boots here.

Wonderfully voiced, with good soundtrack and ship designs true to the Trek style, Armada had a singleplayer experience rivalled only by the first Elite Force among the licensees. As an RTS game, it fell a bit short, particularly in multiplayer, but as a Trek game, it's highly regarded for a reason.

Aug 27, 2016, submitted by Plokite_Wolf (1879)

It's possible that Live a Live could have gotten by on novelty alone. Its story structure is rare for JRPGs, in that it consists of several separate chapters that each have their own cast of characters, narrative theme, and distinct gimmick. Protagonists range from a caveman, to an elderly martial arts master, to a spherical robot.

On their own, none of the stories seem connected to one another, and they indulge heavily in the clichés of their respective genres. What makes each chapter memorable is the unique gameplay mechanic or storytelling tool it uses. Beating the seven main stories unlocks an eighth chapter that ties them all together in one fell swoop, leading into a final scenario that gives all eight protagonists a satisfying ending. Detailed sprites and lovely music complete the package, making Live a Live a worthwhile experience that's much greater than the sum of its parts.

Aug 20, 2016, submitted by Harmony♥ (11787)

When it comes to hidden-object games, it's hard to believe one such game is worthy of attention. These games are often simplistic in design, most of them have no voice-acting and the story usually connects seemingly random hidden-object scenes. But this title is much more enjoyable than expected for its genre.

The graphics is really of high quality - the locations, comic cut-scenes, and especially the photo-realistic characters. The story is a fine suspense drama which looks like an episode of a detective TV series, and while nothing not already seen, it keeps you guessing who the culprit is until the end. All that with a fantastic ambient soundtrack and will keep you hooked through this fairly long game for such a genre.

Aug 13, 2016, submitted by MAT (140936)

An addictive auto-run puzzle platformer about an alien that tries to get home. The game has suitable audio that encourages you to go on and beat one level after another.

The colorful levels range from easy to unforgivingly hard. As you progress the level get smore filled, & obstacles can no longer be evaded or jumped over. So you are forced to seek a way around it by using the walls.

Opinion may differ, but to me this game and it predecessors are easily one of the best of what can be found online to kill half an hour or more. The game can be found on Kongregate if you are interested.

Aug 07, 2016, submitted by Flapco (7138)

From the Czech developer Amanita Design comes this short point-and-click adventure, in which a gnome must divert an incoming planet from its collision course with his world.

Samorost's appeal chiefly lies in its unique visual design. Its world is made up of mossy rocks and roots that play the role of mountains and planets, inhabited by a host of strange individuals. The uncanny atmosphere is only enhanced by the minimalist soundtrack and the gameplay style, where you rarely issure direct commands to the protagonist, instead controlling the scenery and inhabitants like a benign genius loci.

Despite being only about 15 minutes long, Samorost makes for a rich experience. It was its developers' first foray into artistically polished adventure game design, and it was the predecessor of such titles as Botanicula or Machinarium.

Jul 30, 2016, submitted by JudgeDeadd (15624)

The topic of "games as art" has interested me for quite a while, particularly the idea that gameplay itself can play a role in communicating meaning. Rez was developed with this concept in mind.

The rail shooter gameplay was designed to synchronize with the trippy audio and visuals in order to emulate sound-color synesthesia. As someone with that particular neurological condition, I'm amazed by the fact that Rez is actually fairly successful in living up to its ambitions. The graphics and audio suit each other well, and enemies show up and must be shot in time with the music. The result is an intense audiovisual experience that takes advantage of player input to meld separate sensory experiences together, and it works fantastically.

The unusual visual style and use of the glitch genre of music emulate the synesthesia experience on a more symbolic level, since they are both as abstract as the imagery synesthetes experience, albeit not quite in the same way.

Jul 22, 2016, submitted by Harmony♥ (11787)

The Ar tonelico series is a hard one to recommend. The gameplay is rather bland, especially in the combat department. The heavy use of sexual innuendo and elements of moe culture may be off-putting to some, & the English localization ranges from flawed at best to a downright mess at worst.

Despite these numerous imperfections, I honestly love the series for what it does get right. Ar Ciel is an impressively detailed setting. Particular care is taken in regards to the intersections between its language, mythology, and magic system, which form the core of the Ar tonelico experience. The main Reyvateil characters have complex personalities and character development, and the way in which these are explored ties pretty well into the dating sim elements.

Lastly, the music is the best I've heard in any video game, particularly the vocal tracks. Often fitting into the neo-ethereal genre the featured singers are known for, these songs fit into the series' overarching storyline while also sounding amazing on their own.

Jul 15, 2016, submitted by Harmony♥ (11787)