Serotonin feature archive :: Snackbar Games
In Serotonin, Henry Skey delves into the emotional aspect of the games experience, from bliss and nostalgia to boredom and rage.
- The balancing act of stealth, power and escapism
- Serotonin: When you care about people who aren’t real
- Serotonin: On growing up, and forgetting how to fly
- Serotonin: Leaving these hallways for open worlds
- Serotonin: Eliciting extreme excitement
- Serotonin: Pillars of Eternity and discovering a genre
- Progression is everywhere these days, and that’s cool
- Exploring a darker side of yourself through games
- Serotonin: When companies listen, we all win
- Serotonin: What’s in a name? XCOM can tell you
- Serotonin: Maximizing an unstable attention span
- Serotonin: Handling the destructive power of guns
- Handheld games: Making meals out of appetizers
- Serotonin: Respecting the process of playing games
- Serotonin: The value of world maps over fast-travel
- Serotonin: Personalities can shine through game design
- Serotonin: Failure to launch and its consequences
- Serotonin: Which makes us feel more: music or visuals?
- Serotonin: Which matters more: gameplay or story?
- Serotonin: Feeling safe in your hometown
- Serotonin: If you’re covering a classic, tread carefully
- Serotonin: Working together to beat that one level
- Serotonin: The Walking Dead and the final decision
- Serotonin: The journey from rumor to myth to legend
- Serotonin: Konami, the world needs Suikoden VI
- Serotonin: Lessons from a trip to The International
- Serotonin: Everybody loves a good mystery
- Serotonin: A matter of isometric perspective
- Serotonin: Lifting the curse of the licensed game
- Serotonin: Real locations inspire great virtual worlds