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.”