While not completely original (Paper Mario and Echochrome both used similar mechanics) the concept has never been more meaningfully implemented than in Fez. Not only is it a neat way to make this game different from other platformers, but it’s also a metaphor of the theme of the game – changing your perspective on life in order to achieve enlightenment.
Games
Video Game Review: Fez
by Adam Robert Thomas
May 3rd, 2012
In the Therapist’s Chair: Kingdom Hearts and Minecraft
by Laura Buttrick
May 2nd, 2012
What makes video games brutal is often their most basic premise. If you think too long and too hard about exactly what it is you’re doing, a creeping sensation starts to prickle the back of your mind. If you put yourself in the shoes of your avatar, would you be so gung-ho, would you even be capable of walking out of the front door?
The Massive Effect a Boss Makes
by Adam Robert Thomas
April 19th, 2012
End Errors: Game, Part Deux! Whoah! What was that, it’s almost feels like I skipped through time. Like this article isn’t actually it’s own premise, but the continuation of another article, one from the past. Weird. Anyway . . . So far we’ve seen how video game endings can fail in a literary sense (denouement), [...]
The Dialogue Tree Welcomes a New Climber!
by Adam Robert Thomas
April 16th, 2012
With that done, I now must ask Laura to introduce herself by revealing something embarrassing. To let the folks reading this know that not only is she smart and talented, but a gamer through and through. It’s also the final part of the ritual, and you don’t want to leave the painted goat hanging for too long.
Video Game Review: Silent Hill: Downpour
by Laura Buttrick
April 15th, 2012
An attempt to transfer Murphy to a higher security prison inevitably goes horribly wrong, leaving a bus of inmates and prison guards dead and Murphy stranded in “The Devil’s Pit,” a derelict tourist attraction, with no means of escape but a tram car down to… well, you can take a guess.
Endings are Void – Dark Souls VS Skyrim – Part 6
by Adam Robert Thomas
April 4th, 2012
or “Without art in the ending, a game ends up without art.” For those that are new, welcome! For those that have been following this series, now in it’s sixth (I think?) installment, I know it seems like I may have forgotten about it. I hadn’t (mostly), but like certain Canadians, I just didn’t [...]
Video Game Review: Binary Domain
by Laura Buttrick
April 1st, 2012
Binary Domain portrays such a future; a world in which technological development has become so advanced that among humans walk robots which look to be of flesh and blood, which have real memories, lead real lives and possess no knowledge of their true origin. Beneath the skin of these Hollow Children beats no heart, but as they are gunned down one by one throughout the game’s narrative it is called into question who the real monsters are in this story.
Video Game Review: Mass Effect 3
by Adam Robert Thomas
March 18th, 2012
A few nights ago, I finished Mass Effect 3. As the credits scrolled I again sat silent in the dark, dumbstruck by what I had beheld. Not out of the bittersweet satisfaction that comes with the conclusion to any story, but in the confusion and anger that occurs when you’ve witnessed a crime you could do nothing to stop.
Gaming’s Best and Worst of 2011 – A Delayed Interruption
by Adam Robert Thomas
March 6th, 2012
or Adam’s Alliterative Awards Attached Arbitrarily At Awesome And Awful Amusements! I know this blog’s been missing for a few weeks, er, pretty much all of February. Which is a shame as I was in the middle of this HUGE SERIES chronicling the CORE ASPECTS of all of gaming using Skyrim and Dark Souls as [...]
Video Game Review: Gotham City Impostors
by Adam Robert Thomas
February 26th, 2012
GCI’s extreme customization options are nice, but aside from the “psychological profiles” option rewarding play styles that match disorders found in the DSM-IV, it’s not that unique. No, the big meaty difference here are the slipshod, homebrew gadgets that each of the imposters employ. From springy moon-boots, a pop-out hang glider, and a hand-cranked grapple gun, all of Batman’s traversal gadgets are present in a garage built form.
Video Game Review: NeverDead
by Adam Robert Thomas
February 15th, 2012
The misused and undercooked immortality concept could have been much more than the result, but it’s at least a solid first step in a unique direction. This is exactly the type of game that needs a sequel to hammer out some fundamental problems, add depth, and plant seeds for a unique tale to develop, but the “Eh, it’s alright I guess” overall quality will most likely prevent that from ever happening.
Video Game Review: AMY
by Adam Robert Thomas
January 25th, 2012
No, what truly hurts is that AMY squanders more potential than a philosophy student. Especially to me, as the game combines a favorite genre, Survival Horror, with a favorite game, ICO, and adds a dash of novelty by using a character you don’t often get to play as: an average woman ill-prepared for combat using her cunning to get by.
Dark Souls VS Skyrim – Part 4 – Splinter of the Mind’s AI
by Adam Robert Thomas
January 21st, 2012
Climb On Up and Talk With Me, in The Dialogue Tree! First things first. Though this blog used to be known as The Metro City Reform Committee, it has been rechristened as “The Dialogue Tree” for reasons that should be obvious: I often leaf behind the roots of my topics and branch out into fruitful [...]
Dark Souls VS. Skyrim – Part 3 – Space is the Place
by Adam Robert Thomas
January 8th, 2012
To trace the place that is space like an ace. So LAST TIME, I spent about a thousand words or so explaining stuff before getting to the danged point. But at least I was thorough, and ended up making a major point pretty early on in that intro, and it’s what we’re going delving into [...]
Darks Souls VS. Skyrim – Part 2 – On Space
by Adam Robert Thomas
December 31st, 2011
The First and Foremost Frontier. LAST TIME I was discussing time, and how the usage of it, and specifically how the developers of Dark Souls and Skyrim let players manipulate time, reflected a core difference of focus and design philosophy. Letting the player have any modicum of control over the 4th dimension (aside from pausing) [...]

CLR's most popular articles
- The Office Recap: Finale (Season 9, Episode 23) (1,636 views)
- The Office Recap: ‘Livin’ The Dream’ (Season 9, Episode 21) (1,476 views)
- Setting Fallout 4 Part 1 (of 2) - How the West Was Fun (993 views)
- The Office Recap: ‘Paper Airplane’ (Season 9, Episode 20) (865 views)
- Setting Fallout 4 Pt. 2 (of 2) - On The Road Again! (592 views)
- Broadway Review: Motown: The Musical (575 views)
- The Office Recap: ‘A.A.R.M’ (Season 9, Episode 22) (522 views)
- Community Recap: ‘Basic Human Anatomy’ (Season 4, Episode 11) (491 views)
- Mad Men Recap: "Man with a Plan" and "The Crash" (Season 6, Episodes 7 and 8) (469 views)
- Mad Men Recap: "The Flood" (Season 6, Episode 5) (389 views)
- Photo Essay: North Korean Propaganda Posters (194,488 views)
- The Help by Kathryn Stockett (175,370 views)
- Kick-Ass and the Hit-Girl debacle (80,944 views)
- The Guernsey Literary and Potato Peel Pie Society by Mary Ann Shaffer and Annie Barrows (75,582 views)
- Erotic Art of Ancient Pompeii (56,633 views)
- Video Game Review: Mass Effect 3 (55,169 views)
- Images from How To Photograph an Atomic Bomb (51,781 views)
- Frida Kahlo at the San Francisco Museum of Modern Art (44,525 views)
- The Strange World of Quantum Entanglement (37,931 views)
- Mad (wo)Men: The Complexity of Womanhood in "Mad Men" (37,638 views)
Get The Latest California Literary Review Updates Delivered Free To Your Inbox!
Powered by FeedBlitz
Follow the California Literary Review on Twitter: @calitreview
