Walking simulators as storytellers – ‘What Remains of Edith Finch’ as an example of literary gaming

Are walking simulators only good for walking, or is there any literary depth to it? Bozdog et al. delves into this in their article: ‘Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch’

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To conform or not to conform – dissonance of presenting woman empowerment in Life is Strange and The Walking Dead

How do narrative adventure games like Life is Strange and The Walking Dead depict women empowerment in morally precarious situations? This is what Butt & Dunne’s "Rebel Girls and Consequences in Life is Strange and The Walking Dead" is about.

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