Emily is a freelance writer and adventure game enthusiast who lives in Northern California. Her fiction has been published in several literary journals, including Bryant Literary Review and Georgetown Review, and at this very moment she is feverishly working on her third novel. (Or possibly procrastinating.)
Articles by Emily Morganti:
The Game Developers Conference was packed with visitors, including Sherlock Holmes, Viking ghosts, burly sailors, and frustrated creators.
Fragments of Him preview
An extensive GDC demo provided the first substantial piece of this narrative exploration of love and loss.
King’s Quest: Chapter 3 archived preview
A rendezvous with The Odd Gentlemen offered an early peek at "Once Upon a Climb", and we fell in love with what we saw.
The penultimate episode has a few eye-openers, but the series is still a prisoner of its underwhelming story arc.
The slickly presented, narrative-driven horror story is effectively tuned into the authentic teenage experience
Sony's gaming convention in San Francisco sparked a firestorm of adventure that we were on hand to witness first- (and fourth-)hand.
Life Is Strange review
The series concludes with a whirlwind of emotion, capping a flawed but intensely personal paranormal teen drama.
A first-hand demo gave us a clear overview of two very different fantasy journeys on Daedalic's horizon.
Broken Age review
Double Fine's long-awaited two-part adventure is now complete, forming a truly memorable whole.
Things got real at the Game Developers Conference, as we were lucky to get our hands on two intriguing new adventures.
King’s Quest preview
The highly anticipated series reboot put its best foot forward in a recent GDC demonstration.
Dave Grossman interview
Listen up, as the acclaimed designer talks about life after Telltale and helping pioneer the interactive audio drama.
Far more story than game, this short but sweet tale from the developer of To the Moon really soars in its poignant simplicity.
War may be hell, but this unique WWI-themed side-scrolling adventure brings out the best of its dramatic potential.
Designer Steve Gaynor explains why the family story exploration is still a game without guns, puzzles, or other traditional obstacles.