Erik Fredner


15 games reviewed
68.5 average score
70 median score
33.3% of games recommended
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Jun 23, 2016

Look closer and the connections between "the daily grind" and this form of "play" multiply, spiral out, form fractals.

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Mar 29, 2016

In a series underwritten by amnesiac orphans, Fire Emblem Fates breaks away to tell a story about memory, family, and the self, meditating on the decisions that define us and how we regret them.

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Mar 29, 2016

In a series underwritten by amnesiac orphans, Fire Emblem Fates breaks away to tell a story about memory, family, and the self, meditating on the decisions that define us and how we regret them.

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Mar 29, 2016

In a series underwritten by amnesiac orphans, Fire Emblem Fates breaks away to tell a story about memory, family, and the self, meditating on the decisions that define us and how we regret them.

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Feb 26, 2016

Material and the diegetic real come into interesting conversations throughout Paper Jam, but that is the reach of the game's ambition. As with many Nintendo games of the last few years, its gameplay elements are immaculately designed but risk nothing.

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[Y]et the most frustrating thing about Heroes is that the problem it addresses doesn't even need to be solved. Zelda's solitariness isn't lonely. It's directly in line with the tradition of the epic (if somewhat scaled back for our postmodern skepticism of metanarrative).

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Nov 12, 2015

The defining characteristic of Yoshi's Woolly World—teed off by that alliteration in the title—is its aesthetic: yarn and glue. That woolliness bridges the gap between stereotyped gifts from grandma and the twee squeak most every Etsy storefront seems to be trying to wring out of you. This game is bright, soft, fuzzy, and unabashedly so.

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Oct 6, 2015

As I argued before, I think it's still likely that Nintendo will profit from the intellectual labor players invest in Maker, and that we'll see the fruits of the community's work in the next Mario game. That said, Nintendo isn't Facebook. Maybe it's better to think about it in terms of participation and collaboration than the work of the many in thrall to the few.

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70 / 100 - The Magic Circle
Jul 27, 2015

The world of The Magic Circle is a jumbled mess of half-finished ideas, overblown ambitions, long boardroom meetings, and the conflict between whiteboard and what can really be done.

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82 / 100 - Splatoon
May 26, 2015

Splatoon, then, makes me optimistic about what games can do not with pastiche or duplication-as-serialization, but with sampling. We don't have a genre convention to slot Splatoon into, and that's a rare and wonderful thing.

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