Spencer Campbell


When I saw the Gamescom trailer of The Vanishing of Ethan Carter, I was unreasonably pumped. The trailer presented an eerie detective game with puzzle mechanics and a supernatural aura. My friend and I sat together, theorizing over ramen noodles about what the game would play like. After all that
by Spencer Campbell
Many of us have wasted countless hours placing buildings and defeating endless waves of enemies in tower defense games, and 11 Bit studios tries to flip the familiar formula on its head with Anomaly 2 by putting players in the attacker’s seat. The gameplay is satisfying, but it may
by Spencer Campbell
I’ve been excited for Firefall since it was announced back in 2010. The premise seemed so promising back then — a shooter with jetpacks and resource gathering, cel-shaded graphics and gameplay that went beyond clicking an enemy until someone’s health dropped to zero. The cool and colorful world and
by Spencer Campbell
On paper, Nintendo’s new 3DS model seems like a pretty legitimate grab at hardcore gamers. It features two extra shoulder buttons, more forgiving 3D, a new control nub, a faster CPU, and Amiibo support. There’s also going to be an XL version with a much larger screen. These
by Spencer Campbell
Before E3, I hadn’t been following Tales from the Borderlands, Telltale’s (of The Walking Dead and The Wolf Among Us fame) entry in the Borderlands series very closely. I wasn’t expecting much when I went to Telltale’s small booth off of the main showroom floor this
by Spencer Campbell
“It’s really more of a stop and smell the roses kind of game,” Xing developer John Torkington told me as I clumsily slipped on the Oculus Rift and headphones. Even at the menu screen, I was teleported to a totally different world. I’m sure Torkington noticed my hestitance
by Spencer CampbellValiant Hearts wooed us with their moving trailer at E3 on Monday, and after a hands on they deliver on that emotion. Ubisoft Montpellier pulls from real World War I letters and historical figures to build a compelling game world. The puzzle adventure game is built on the UbiArt framework
by Spencer Campbell
The Hitman games have been headed in a logical direction over the past few years. A simple stealth-em-up formula that has been, for the most part, working. Then a game like Hitman GO comes out and changes the playing field entirely. It was a risky swing, but Hitman GO knocks
by Spencer Campbell