The Sidequest crew sits down to chat about randomness, and how unpredictability can help and hurt games of all kinds.
Are games like Gone Home juvenile, or just not for the typical gaming audience? Melissa Brinks intends to find out.
Life is Strange 2: Episode 2 is a tense and harrowing game to get through, but its use of fear to impress the feeling of racism on the player is effective.
The Sidequest crew share their thoughts on shipping in games, including video games, tabletop games, and, of course, our favorite literal ships.
This month, the Sidequest team reinterprets New Year’s Resolutions by talking over their favorite game endings and what makes an ending satisfying.