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You'll flit through these two short but lovely explorations of serene pastoral settings without ever having to walk away.
Our coverage wraps up with another Choose-Your-Own-Adventure round-up to suit any gamer's preference.
Our two-part coverage begins, telling the story of the London gaming convention about telling stories.
From Mystery House to realtime 3D, Sierra faced plenty of challenges in remaining at the forefront of graphics design.
Ben explains how an introductory shot can make a powerful first impression in setting the stage for the action to come.
Not to be forgotten, we ducked in to observe plenty more adventures calling to us in Cologne.
We braved the hectic, inner world of gamescom, encountering adventures both expected and unforeseen.
Let's travel back to the early '80s, when Disney's partnership with Sierra was a bit of a Mickey Mouse operation.
Next stop: the Twilight Zone, as Ben explains how art can transport players to the outer limits of imagination at just a glance.
Ben takes a closer look at backgrounds far away, revealing their subtle but important contributions to adventures.
From speaker beeps to MIDI modules to digital orchestras, Sierra's acclaimed music makers always knew the score.
An outline alone can tell us much about a character (or not), and Ben explores how it's done in pixel form.
Picture frames aren't just for walls, as Ben explains their importance in games to direct player focus.
Our new ongoing feature gets underway, pulling back the first curtain on the genre's most influential company from the golden era.
In our ongoing exploration of videogame art, Ben Chandler illuminates a very basic principle we so often take for granted.