An independent reference about story-driven video games. We do not show films, host files or viewing links, and we sell nothing; we are not connected with the former site on this domain.
Genres
Genres of story-driven games
Almost every game has a story, but in some the story is the main character. These games divide your attention between narrative and action in different ways: some consist almost entirely of conversations and choices, others punctuate chases with long staged scenes, and still others get by without a single word, telling everything through light, music and gesture. Below is a guide to the main genres, described in general terms, so you can figure out which pace and style of storytelling suits you best.
A genre hints at how the game will talk to you: with dialogue, with a chase, or with silence.
— From the editors
How this section works: genres are described in general terms, without titles, studios or scores. Check the age rating, length and accessibility settings on the page of each specific game.
Stories driven by conversation
Genres where decisions and dialogue matter more than reflexes.
Interactive drama
A game built like a story told in episodes: scenes with the characters, dialogue, choices and occasional action moments where you have to press a button in time. The main appeal is how your decisions change the characters' relationships and the ending.
You explore places, collect items, solve small puzzles and have long conversations with the locals. Branching conversations reveal personalities and open up new paths.
You examine a scene, compare evidence and testimony, and then draw a conclusion. Good games in this genre let you get it wrong and honestly show where a bad guess led.
Not a single line of dialogue: the story comes through the character's movement, light, color, music and the layout of the space. These games are usually short and leave plenty of room for your own interpretation.
Genres where the plot goes hand in hand with a chase, fear or a quiet walk.
Story-driven horror
Fear here comes not from sudden noises but from the story: a secret from the past, the hero's limited strength, silence in a hallway. Before buying, it's especially important to check the age rating and content description.
A half-joking name for games with almost no fighting: you walk through the world, listen to voices, read letters and piece the story together from fragments you find. The pace is calm, yet the impression is often powerful.
Shootouts, chases and fights are stitched together with long staged scenes. The camera behaves like it would in an adventure movie, and the game tries not to interrupt the action with loading screens and menus.
A glossary: cutscene, quick-time event, branching, ending, motion capture, "point of no return" and more.
What we rely on
Federal Law No. 436-FZ of 29 December 2010 (in general terms)
Accessibility settings in game menus (in general terms)
Kinokorol editorial materials
We describe mechanics and settings in general terms. Every game has its own menus, option names and set of accessibility features, and they can change after an update, so check the game's own help pages and settings for exact details.