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Yeah, I've met a couple of grad students in their forties. What I meant was that she was acting like someone in her twenties, if that makes any sense.

I don't recognize any of these newfangled Pokeymans. :S

I still don't understand why Caitlin's meta powers make her evil. It's just such lazy characterization. Instead of giving her an actual motivation to turn to the dark side, they almost literally attribute it to magic.

It's weird that they had her as a grad student who is presumably in her twenties, but they also used Dudek's actual age to make her more age-appropriate for HR. It's like the show was trying to have its cake and eat it too.

I feel like this episode tried to tackle two very important issues (race and parenthood) and the latter got lost in the shuffle. Don't get wrong - the show needed to tackle racial profiling eventually - but it felt like something potentially important got short shrift in the process. I think this episode needed a

Just a heads-up, the Gameological Steam group is currently discussing Little Inferno in the Revue Club, our semi-regular discussion feature. Here's a link to the discussion thread: http://steamcommunity.com/g…

Y-L is even more generous than either B-K game, but it feels less generous than SM64 despite a smaller requirement because it has fewer worlds.

On the docket for this weekend:

It's not a great game, but it's not awful. $8 seems about right for it.

Nobody has commented on this because nobody has Apple Music.

I actually think the "polygons = emotions" argument isn't as ridiculous as it seems at first blush; it's just that Cage is incapable of properly implementing his vision (or maybe his vision isn't that great to begin with). Sure, Quantic Dream can depict more nuanced facial expressions with the computing power of the

Another game that fits into this category for me is Shelter. I loved the pastel colours and blocky papercraft-ish models, but the gameplay was just awful. The fact that you can complete the game having lost all your offspring proves just how pointless and shallow it is.

I think it's because the demo looked significant better and more vibrant than the final product.

You mean you've forgotten about the future classic Pixar DreamWorks knockoff platformer-brawler Knack?

I feel like Age of War belongs in this category. It's got some really gorgeous artwork on its cards, but man, rolling dice over and over and over again only to miss a combo by one item is mighty frustrating.

There's definitely a tendency for some corners of the gaming world to worship at the altar of graphics, but sometimes I think the gaming intelligentsia tend to overlook the importance of visual fidelity. Just like stylistic innovations, improved visual fidelity can expand storytelling possibilities. I think back to

I was questioning why it was necessary to mention Havenrock.

I recently had this experience with Night in the Woods. The simple geometric cartoons paired with a harvest-inspired colour palette looked like nothing else in video games. And when I finally got to play it, I was charmed by the witty dialogue and quirky characters, but I found the gameplay painfully repetitive, and

I'm not sure I understand the central critique of this review. It claims that Felicity's motivations are fuzzy, but there's a pretty clear trajectory from her guilt at being helpless to save Havenrock to wanting to do something - anything - to take down Adrian Chase. I don't see why this should have been made explicit.