![]() ![]() The democratization of game development, hastened by the availability of tools such as Unity and GameMaker, has swelled the number of annual releases to unchartable proportions. drip of new chapters, characters, and upgrades? Who has time to pan these releases, especially when today’s games so often eschew traditional endings for the steady I.V. On the equivalent stores for smartphone systems, experimental gems jostle for attention beside Candy Crush knockoffs and Clash of Clans wannabes. ![]() Each day, new titles appear on Steam, the foremost digital shop for P.C. Anyone who claims to have sampled a majority of this year’s new games is either a liar or a shut-in. By December, we had played most of the annual crop. If we wanted to splurge and take one home for the weekend, there was always Blockbuster. ![]() We young patrons may not have been able to afford more than a game a month on our paper-round wages-this was before the coffee-shop plague, when “barista” was merely what people from Birmingham called lawyers-but we were allowed to try them out on Andy’s fourteen-inch television, which dangled in a corner. When I was growing up, in the South London of the early nineteen-nineties, my local video-game store, Mad Andy’s, had enough space on its shelves to stock every new release. ![]()
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