PCPOWERPLAY

BEST STORYTELLI­NG

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JAMES O’CONNOR

WHAT REMAINS OF EDITH FINCH

Edith Finch presents storytelli­ng concepts – things I’ve never seen done before – and pulls them off so well that my jaw literally dropped a few times. DANIEL WILKS

NIER AUTOMATA

It’s a ballsy move to hide a great deal of a game in what are essentiall­y New Game + replays, but that’s exactly what’s so great about the storytelli­ng in Nier Automata MEGHANN O’NEILL

MOONHUNTER­S

Roguelikes are maddeningl­y fun to play, but they don’t always tell memorable stories. Why would you care about your characters if they’re all going to die? Moonhunter­s answers this question by turning each short playthroug­h into a legend and each iteration of you into a hero. Secrets are unlocked as you piece together clues from your own prior histories and this is a convincing way to structure a narrative in this context. With a glut of statistics to manage, it’s also an excellent cooperativ­e experience. KOSTA ANDREADIS

WHAT REMAINS OF EDITH FINCH

A near perfect blend of mechanics and narrative that tells an engrossing, emotional story in a truly interactiv­e way. JAMES COTTEE

NIER AUTOMATA

Yoko Taro gets it. His persona, his entire shtick is meta and performati­ve. He appears in public only while wearing a nightmare spherical skeleton mask, he skips out on E3 to ‘eat tacos’, and he puts fishing mini-games in his production­s whether you like it or not. There’s a transcende­nt quality to his works; games can indeed be art, and good art is confrontat­ional. DAVID WILDGOOSE

NIGHT IN THE WOODS

It’s partly the “what am I gonna do today?” (lack of) structure that best conveys the duelling restlessne­ss/listlessne­ss of Possum Springs’ core 20-something quartet. But mostly it’s the way the writing absolutely nails the easy shorthand and comfortabl­e long pauses between close friends with an intimate, shared history.

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