Forget Grand Theft Auto. We'd happily watch a BBC drama about any of these development houses.
The player's choice of character or class can be an oddly intimate way to see how a person approaches games, but also how they see themselves.
Most games use checkpoints to remind you that your last death didn't happen. These are the games where dying matters.
These are the meaningful personal connections you make when you first venture into the world of party chat in Call of Duty.
The upcoming rhythm-based tower defense shooter from Pop Sandbox is a showcase for Canadian music and Toronto game development talent.
Mother's Day is right around the corner, so why are depictions of mothers in video games so lazily one-dimensional?
The video game marketplace and food fest returns to Toronto with a full lineup of talented local developers.
Now in its tenth year, the annual Toronto Game Jam endures because the event is as much about people as it is about the games.
The Dutch children's film Labyrinthus provides an unexpectedly poignant depiction of the problems with gaming culture.
Axiom Verge is the work of an auteur who wants you to remember what it's like to not have all the answers.
There are more great games that anyone can play, but that doesn't mean that everyone will want to.
Eric and Jon talk Axiom Verge, Drinking Quest, and local multiplayer with the parents.
Life is Strange: Episode 2 makes the player feel the moral weight of another character's decision.
Jason Anarchy's hilarious tabletop drinking game is a great way to introduce newcomers to RPG conventions.
Eric and Jon talk Life is Strange - and only Life is Strange - during the Out of Time episode of the Life is Strange Fan Club Podcast.
Sephiroth's journey in FFVII mirrors the Easter tale of Jesus's resurrection.
The recent Vector Festival encouraged guests to look beyond utility to consider new forms of interaction between people and technology.
Eric and Jon talk Bloodborne and Spelunky while discussing the appeal of mastery in games.