
Mitchell Demorest
Games Writer at Freelance
Freelance videogame writer, semi-unretired cook. Bylines @indiegameweb @NME_Games @PCGamesN @Slant_Magazine @UppercutCrit
Articles
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1 week ago |
slantmagazine.com | Mitchell Demorest
Despite its title, the most exciting part of Mario Kart World isn’t its open world, but its blistering new Knockout Tour mode. Twenty-four racers rocket nonstop through six tracks, while at each new checkpoint the field is whittled down and the four last karts are eliminated. The structure obviously borrows heavily from the battle royale genre, and it suits the Mario Kart formula well.
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1 month ago |
slantmagazine.com | Mitchell Demorest
Adriaan de Jongh’s addictively strategic Rift Riff is a tower defense game whose main point of distinction is its relatively open-level layouts. Instead of traveling along clearly defined tracks, there’s usually some ambiguity to the path each group of enemies will take, and not every enemy type in a given wave is guaranteed to behave the same.
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1 month ago |
slantmagazine.com | Mitchell Demorest
Much of the charm of many immersive sims comes from the fact that, despite the genre’s tendency toward self-serious trappings, these games have the capacity to generate surprisingly funny moments as players outwit their totally outmatched (and often not-too-bright) CPU opponents. So it’s both refreshing and appropriate that Skin Deep, from developer Blendo Games, brands itself an out-and-out comedy game.
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Mar 13, 2025 |
slantmagazine.com | Mitchell Demorest
Capcom’s Monster Hunter Wilds is a major achievement in many regards, but its story-heavy campaign—what the game categorizes as its Low Rank section—puts an unfortunate damper on things. The narrative here is pretty soggy, in that it doesn’t have the structural integrity to support the weight of its seemingly endless dialogue.
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Feb 13, 2025 |
slantmagazine.com | Mitchell Demorest
Obsidian Entertainment’s Avowed is incredibly likeable for its unflashyness. This first-person RPG, which is set in the same universe as Pillars of Eternity, boasts neither overwhelming graphical fidelity nor the promise that you can go anywhere and do anything. It doesn’t get bogged down chasing the illusion of boundlessness—or, worse, endlessness—settling for something contained yet distilled, and it’s more potent as a result. This focus comes through most obviously in the game’s world.
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RT @PaulTassi: I voted for Kamala, obviously get out there and vote! (for Kamala)

Very interesting stuff here on a game I like a lot, partly because it felt like a fresh direction for action games. And I still stand by what I said when it came out, I really hope this gets a sequel!

"Why isn't there any musketeer video game?" 🤺 In 2017, as a game design student, I pitched a game inspired by The Three Musketeers. This game turned into En Garde!, which we released in 2023 ✨ Despite that, I'm still asking that same question to this day. A thread 🧵 https://t.co/JKkNI6imYz

RT @dieworkwear: @Frikie16 i don't know. i feel like if your work involves paying deference to your boss through clothing choices, such tha…