The good with the bad: 9 great songs from not-so-great games

In Let’s Playlist, the Gameological staff assembles a themed lineup of video game music and packages it in a nifty YouTube playlist. But we’re just providing the start. It’s up to you, Gameologeteers, to nominate your own candidates and fill out the list (with a YouTube link if you can find it, please). We’ll choose

Our favorite games of 2014, part one

Every December, instead of searching for a group consensus, Gameological looks back at the year in games through individual perspectives. These are the staffers’ personal takes on a few games that have stuck in their minds for whatever reason—big or small—and does not represent any sort of institutional expression.…

What last-gen game should we play before it’s too late?

Welcome back to AVQ&A (Gameological edition), where we throw out a question for discussion among the staff and readers. Consider this a prompt to compare notes on your interface with pop culture, to reveal your embarrassing tastes and experiences, and to ponder how our diverse lives all led us to convene here

Tracing the roots of Eternal Darkness’ infamous gimmick to a ’50s B-movie

In the summer of 2002, Nintendo released Eternal Darkness: Sanity’s Requiem, its first M-rated title, and all across America controllers were angrily pitched across the room. It was a flashpoint of indignation. Imagine a young player, having patiently scraped together a small fortune in allowance, hurrying home one…

Hit pause to play: 9 great songs from video games’ idle moments

Gameologerinos, we’ve compiled this Inventory into a YouTube playlist, and we encourage readers to nominate your candidates to the list in the comments (with a YouTube link if you can find it, please). We’ll choose our favorite nominations, add them to the YouTube playlist, and present the final collaborative

Hotline Miami warps the simple stories of games past to make its point

In gaming’s infancy, stories were largely told by implication. The technology struggled to accommodate superfluous information. Consequently, action—running, jumping, kicking, shooting—was left to describe itself, to show what the hardware couldn’t tell. Many early games offered a line or two of exposition by way of…