Dispatches Surveys, measurements and shorter pieces Filed as the audits complete
Dispatches

Measurements, comparisons and arguments

Everything here is either a survey across several games or a short piece about one specific mechanism. Full reviews live on the reviews page.

An open laptop with a blank dim screen beside a small external drive with a pink status light Survey

Forty-Four Save Systems, Audited End To End

Median and worst-case checkpoint gaps for every game we have played this year, manual save availability, and the real cost of an unexpected quit measured by deliberately forcing one at the worst moment.

A cross-section of an underground shelter at night with several small lit chambers Dispatch

Survival Games And The Fear Of Closing The Window

Seven survival games tested by quitting without warning at the worst possible moment. Three handled it perfectly, two lost the current task, and two lost an entire day cycle of accumulated work.

An overgrown railway platform at dusk with an abandoned ticket booth and one lit lamp Essay

A Second Playthrough Is A Request, Not A Feature

Games increasingly assume a replay and rarely do the work of making the second run genuinely different. We think a replay must be earned, and our scale reflects that rather than treating length as value.

A corridor of doorways receding into darkness, each showing a different room Audit

Nineteen Branching Claims, Checked Line By Line

We have now verified nineteen games that advertise multiple endings by playing every one and diffing the text. Eleven were accurate, five overstated by a factor of two or more, and three were not really branching at all.

A town square repeating in concentric ghosted layers with a clock tower at the centre Note

Every Time Loop Is A Save System With Better Manners

A loop that carries knowledge forward is a save file that respects you. A loop that makes you re-execute what you have already proved is a checkpoint placed badly and dressed up as a theme.