Never Alone combines beautiful puzzle-platforming action with the cultural heritage of the Iñupiaq people to create a wildly unique and enriching experience.
Once I graduated from college, I stopped reading non-fiction dissertations or watching documentaries. Any overt learning was pushed to the wayside, and yet I still do crave information; it's what separates me from my dog. So how could I procure knowledge while still doing what I enjoy? That's where fiction based on real beliefs becomes invaluable. I adore fictitious books that offer cultural insight (like The Orphan Master's Son and Americanah), and there are games that provide this dual benefit as well. Never Alone is a beautiful platformer in which a young girl is joined by an arctic fox to brave an unceasing blizzard. It combines puzzle solving with teamwork--two components that I tend to adore--in such a way that I could envision happily playing this in my living room, DualShock controller in hand, while my wife and I push ever deeper into the wilderness.
Never Alone is fun. That's important, because behind its intriguing design lies a cultural history that elevates this from a neat diversion to a (potentially) important communication tool. E-Line Media specializes in combining entertainment with education (excuse me for avoiding the unsightly term "edutainment"), so there's no surprise that it's behind such an enterprise. What is surprising is how Never Alone began. Gloria O'Neill, the president and CEO of the Cook Inlet Tribal Counsel, approached E-Line to design a game based on Inupiat folklore. The idea was that the Alaska Native's youth were getting harder to reach with so many electronic distractions surfacing. So Never Alone is a way to pass down these traditions that speaks to people on their own level, doing something that they already enjoy doing.
Never Alone combines beautiful puzzle-platforming action with the cultural heritage of the Iñupiaq people to create a wildly unique and enriching experience.
Once I graduated from college, I stopped reading non-fiction dissertations or watching documentaries. Any overt learning was pushed to the wayside, and yet I still do crave information; it's what separates me from my dog. So how could I procure knowledge while still doing what I enjoy? That's where fiction based on real beliefs becomes invaluable. I adore fictitious books that offer cultural insight (like The Orphan Master's Son and Americanah), and there are games that provide this dual benefit as well. Never Alone is a beautiful platformer in which a young girl is joined by an arctic fox to brave an unceasing blizzard. It combines puzzle solving with teamwork--two components that I tend to adore--in such a way that I could envision happily playing this in my living room, DualShock controller in hand, while my wife and I push ever deeper into the wilderness.
Never Alone is fun. That's important, because behind its intriguing design lies a cultural history that elevates this from a neat diversion to a (potentially) important communication tool. E-Line Media specializes in combining entertainment with education (excuse me for avoiding the unsightly term "edutainment"), so there's no surprise that it's behind such an enterprise. What is surprising is how Never Alone began. Gloria O'Neill, the president and CEO of the Cook Inlet Tribal Counsel, approached E-Line to design a game based on Inupiat folklore. The idea was that the Alaska Native's youth were getting harder to reach with so many electronic distractions surfacing. So Never Alone is a way to pass down these traditions that speaks to people on their own level, doing something that they already enjoy doing.
Never Alone combines beautiful puzzle-platforming action with the cultural heritage of the Iñupiaq people to create a wildly unique and enriching experience.
Once I graduated from college, I stopped reading non-fiction dissertations or watching documentaries. Any overt learning was pushed to the wayside, and yet I still do crave information; it's what separates me from my dog. So how could I procure knowledge while still doing what I enjoy? That's where fiction based on real beliefs becomes invaluable. I adore fictitious books that offer cultural insight (like The Orphan Master's Son and Americanah), and there are games that provide this dual benefit as well. Never Alone is a beautiful platformer in which a young girl is joined by an arctic fox to brave an unceasing blizzard. It combines puzzle solving with teamwork--two components that I tend to adore--in such a way that I could envision happily playing this in my living room, DualShock controller in hand, while my wife and I push ever deeper into the wilderness.
Never Alone is fun. That's important, because behind its intriguing design lies a cultural history that elevates this from a neat diversion to a (potentially) important communication tool. E-Line Media specializes in combining entertainment with education (excuse me for avoiding the unsightly term "edutainment"), so there's no surprise that it's behind such an enterprise. What is surprising is how Never Alone began. Gloria O'Neill, the president and CEO of the Cook Inlet Tribal Counsel, approached E-Line to design a game based on Inupiat folklore. The idea was that the Alaska Native's youth were getting harder to reach with so many electronic distractions surfacing. So Never Alone is a way to pass down these traditions that speaks to people on their own level, doing something that they already enjoy doing.
Never Alone combines beautiful puzzle-platforming action with the cultural heritage of the Iñupiaq people to create a wildly unique and enriching experience.
ZI writes: There's been a lot of news for Hyrule Warriors this week, especially with the reveal of three new playable characters. Along with the news of Sheik, Darunia, and Ruto's representing Ocarina of Time, we've gotten plenty of new details on some of the old characters too, be that from screenshots, videos, and streams. With all this discussion of characters, one topic has popped into my head lately: thus far, we have ten playable characters revealed...of whom, only Lana is original.
Sacra Terra: Kiss of Death is a puzzle game from Big Fish Games, and Alawar Entertainment Inc. Along with the puzzles, the game intertwines a love story as well.
Sacra Terra: Kiss of Death is a puzzle game from Big Fish Games, and Alawar Entertainment Inc. Along with the puzzles, the game intertwines a love story as well.