Matthew Sawrey

a portfolio of videogame writings

The Last Door

Choice can be an engaging aspect of interactive narratives, but in the opening scene of The Last Door, Spanish developers The Game Kitchen succinctly demonstrate that a lack of choice can … Continue reading

August 6, 2013 · Leave a comment

Pikmin 3

Remarkably for a twelve year old franchise, Pikmin still feels like a fresh take on the strategy genre. Perhaps that’s because Nintendo’s frugal management of the series has sheltered it … Continue reading

August 4, 2013 · Leave a comment

The Walking Dead: Survival Instinct

The Walking Dead: Survival Instinct never manages to evoke the instinctual need to survive, despite how hard it tries. Yes, there are moments when the undead horde will take you by … Continue reading

July 10, 2013 · Leave a comment

Recap and Review: Game of Thrones Season 3

Prior to the release of Game of Thrones Season 3, HBO show producers Dan Weiss and David Benioff often discussed their excitement about adapting A Storm of Swords, the third novel in George … Continue reading

July 6, 2013 · Leave a comment

E3 2013: Thunderbolt’s ridiculous predictions from around the multiverse

The multiverse. Infinite universes existing all at once with every possible eventuality that could ever occur as a result of the physical laws of nature, occurring in parallel. It’s the … Continue reading

June 27, 2013 · Leave a comment

Impossible Road

Overtly, Impossible Road’s premise is about as simple as they come: guide a rolling ball down a winding pathway for as long as you can. It’s a distance platformer – Super Monkey … Continue reading

May 31, 2013 · Leave a comment

Dream: An Interview with Samuel Read

You don’t need to have seen Indie Game: The Movie to know that independent videogame development is a difficult road to travel. Only a small portion of titles will ever find success … Continue reading

May 28, 2013 · Leave a comment

Ludonarrative Dissonance: we still need to learn from Hocking

Back in 2007, former Lucasarts Creative Director and current Valve employee, Clint Hocking, wrote a blog post about the Ludonarrative Dissonance resulting from Bioshock’s methods of storytelling. It expanded upon … Continue reading

April 26, 2013 · Leave a comment

Bioshock Infinite

Columbia, Bioshock Infinite’s floating city in the sky, is a vividly imagined place, a marriage of impossible engineering and incredible artistry. Its buildings sway amongst the clouds buoyed atop huge zeppelins … Continue reading

April 11, 2013 · 1 Comment

Year Walk: An Interview with Simon Flesser

As created worlds videogames often transport us to imagined places and tell imagined stories about imagined events, but sources of inspiration often run dry when the medium becomes dominated by … Continue reading

March 19, 2013 · Leave a comment

Year Walk

Wandering through the wintery Swedish forests of Year Walk is an eerily disquieting experience. Snow drifts silently across your view as you make your way down paths lined with ominously suggestive carvings … Continue reading

March 18, 2013 · Leave a comment

The Cave

Spelunk into the subterranean hollows of The Cave and you’ll find the genetic remnants of Ron Gilbert’s adventure game heritage strewn throughout. The numerous “New Grog” vending machines and sentient geology are … Continue reading

March 1, 2013 · Leave a comment

Fly’n

Fly’n is the kind of game in which everything has eyes. Big, bold, bashful eyes, cute as buttons and shimmering with innocence. The plants have them, the anthropomorphic antagonist hair dryer … Continue reading

February 22, 2013 · Leave a comment

DmC: Devil May Cry

Nobody could accuse Ninja Theory of lacking confidence. The opening chapter of their re-imagined Devil May Cry begins with demonic strippers thrusting at the camera during a raucous dubstep infused credits sequence. … Continue reading

January 14, 2013 · Leave a comment