Boston is Burning! By Justin Reeve • May 5th, 2022 Many of the structures were too tall to reach by fire ladder and there wasn’t enough water pressure in the fire hoses to put out the flames on some of the rooftops.
Forms in Light The Power of Print By Justin Reeve • April 7th, 2022 For people in the past, writing represented a method of interacting with the world around them as opposed to a means of conveying information.
Forms in Light Lost Cities By Justin Reeve • March 10th, 2022 Shadow of the Tomb Raider gets a lot wrong about archaeology, but the game at least pokes a hole in the myth of the lost city.
Forms in Light Sekiro’s Floating World By Justin Reeve • February 10th, 2022 Sekiro’s cloud motif likely refers to the “floating world” of the Edo period, which offered many services geared toward samurai and the rising merchant class.
Forms in Light Ashes to Ashes By Justin Reeve • January 12th, 2022 Take some time to poke around the rooms of House of Ashes when you aren’t being chased by vampires and you’ll be richly rewarded.
Best of 2021 The Best Architecture in Games of 2021 By Justin Reeve • December 30th, 2021 Justin gathers the year’s best examples of architecture in videogames.
Forms in Light Parisian Purification By Justin Reeve • December 9th, 2021 Paris was the city of muck and mud long before it became the city of lights, and it really isn’t pretty in Assassin’s Creed Unity.
Forms in Light The Best of Worlds By Justin Reeve • November 11th, 2021 Megacorporations can’t be trusted to pursue any sort of progressive politics.
Forms in Light When Cities Die By Justin Reeve • October 4th, 2021 Walking around Washington, D.C. in The Division 2 provides a reminder that nothing lasts forever.
Forms in Light Hostile Architecture By Justin Reeve • August 27th, 2021 The developer behind Umurangi Generation tries to imagine what the future would look like if hostile architecture were the norm instead of the increasingly common exception.
Forms in Light Glitz and Glamor By Justin Reeve • August 13th, 2021 What lurks below the surface of Yakuza 6’s dual settings?
Forms in Light Architecture and Authority By Justin Reeve • May 31st, 2021 Somewhere, someone is still really mad it’s called the “Racoon Police Department.”
Forms in Light Members By Justin Reeve • May 11th, 2021 The bodily architecture of Xenoblade Chronicles.
Forms in Light Parasites By Justin Reeve • March 30th, 2021 The real parasites are always the capitalists.
Forms in Light Wealth and Poverty By Justin Reeve • March 5th, 2021 A tale of haves and have nots on the frontier.
Forms in Light Marble Madness By Justin Reeve • February 1st, 2021 Marble, marble, everywhere. Why is it all white and shiny?
Forms in Light Bizarre Banality By Justin Reeve • January 12th, 2021 The house in Gone Home is WEIRD.
Best of 2020 The Best Architecture in Games in 2020 By Justin Reeve • December 30th, 2020 Justin gathers the best examples of architecture in videogames.
Forms in Light Formal and Vernacular Architecture By Justin Reeve • December 14th, 2020 The game world in Breath of the Wild is filled with interesting architecture
Forms in Light Some Things Last Some of the Time By Justin Reeve • November 3rd, 2020 Why are some buildings taken apart and recycled while others are simply renovated?
Forms in Light Architectural Improvisation By Justin Reeve • October 7th, 2020 A look at the repurposed architecture of Metro: Exodus.
Forms in Light Billboard Architecture By Justin Reeve • August 13th, 2020 What Sega has to say about kanbankenchiku, literally translated as “billboard architecture,” in Yakuza 0 is that all of the bright lights and flashy colors might be more meaningful than first meets the eye.
Forms in Light Pyramid Schemes By Justin Reeve • July 14th, 2020 A 101 on the ancient structures players marveled over in Assassin’s Creed: Origins.
Forms in Light Architecture of the Pharaohs By Justin Reeve • June 10th, 2020 An introduction to the structures of Egypt’s Pharaonic Period by way of Assassin’s Creed: Origins.
Forms in Light Japan Style Architecture By Justin Reeve • May 13th, 2020 The structures in Sekiro were clearly created by people with a passion for traditional architecture
Forms in Light Bizarre Brutalism By Justin Reeve • April 11th, 2020 In Control, developer Remedy takes the supernatural aspect of this architectural style and runs with it.
Forms in Light The Genius of Beauclair Palace By Justin Reeve • March 11th, 2020 Justin dives into why, exactly, this Witcher 3 structure commands such a presence.
Forms in Light Some Things Last Forever By Justin Reeve • January 30th, 2020 The Outer Worlds provides a reminder that quick fixes often become permanent solutions when it comes to architecture.
Forms in Light Beyond Blueprints By Justin Reeve • January 13th, 2020 Manifold Garden is filled with structures that you’ll never see on a blueprint because they would be impossible to actually build.
Forms in Light Gotham’s Multiple Masks By Justin Reeve • December 9th, 2019 There are many different Gothams.
Forms in Light Function and Fiction By Justin Reeve • November 12th, 2019 Destiny 2 has a more complex relationship with Modernism than its clean-cut buildings would suggest.
Forms in Light Anomalous Architecture By Justin Reeve • October 14th, 2019 If some of the buildings look weird in Yakuza Kiwami 2, you can blame Japanese regulations.
Forms in Light Living Architecture By Justin Reeve • September 6th, 2019 The architecture of Red Grave City comes alive in Devil May Cry 5.
Forms in Light Planning Novigrad By Justin Reeve • August 12th, 2019 If The Witcher 3’s largest city seems easy to navigate, it’s all in your head.