Feature Excerpt Surviving Humanity By Jon Bailes • November 21st, 2022 The cat, the fox and the apocalypse.
Heresy of Rot By Stu Horvath and John McGuire • November 21st, 2022 Everyday continues to be Halloween ’round here.
Transpersonal The Rapists of Immortality By Aster Shen • November 18th, 2022 No matter how many I kill, there’s always more.
Feature Excerpt Lost in Translation By Aidan Moher • November 18th, 2022 The Sega Saturn is one of the best JRPG consoles of all time…just not in the west.
Letter from the Editor Unwinnable Monthly – November 2022 By David Shimomura • November 15th, 2022 Welcome new subscribers! We’re so happy to have you aboard!
Open World Subjective Analysis of Modern Warfare 2019’s Objectivity in One Scene By Edward Smith • November 14th, 2022 Call of Duty: Modern Warfare can be sold to people who want something potentially “hard-hitting”, but also sold to people desiring the opposite.
Dimensions An Hour Making Games in the Belly of Demonicon By Caroline Delbert • November 8th, 2022 Half a dozen writers and developers signed up for a one-hour game jam over Halloween weekend. What were they (and I) thinking?
Area of Effect Contested Landscapes By Jay Castello • November 8th, 2022 Horror is perhaps the genre where contested space is most easily found lurking.
Another Look Evil in Residence By Yussef Cole • November 7th, 2022 Resident Evil is a Hellraiser puzzle box; an invitation to partake, to play along, only to realize (too late) that the controller itself is a portal through which the game itself can reach out and draw its horrifying tithe.
Call of Cthulhu 40th Anniversary By Stu Horvath and John McGuire • November 7th, 2022 Cthulhu may be an ageless horror, but the Call of Cthulhu RPG just turned forty!
Rookie of the Year Introducing “Pocket Monsters” By Matt Marrone • November 4th, 2022 Pokémon is a portmanteau. It means pocket monsters.
Made of Lines and Vines The Stray’s Plummet Into a Strange Future By Saniya Ahmed • November 3rd, 2022 The environmental storytelling of Stray depicts a futuristic world of stereotypes.
I Played It, Like, Twice... 2 Massive 2 Darkness: When Your Darkness is Maybe a Little Too Big By Orrin Grey • November 2nd, 2022 As much as I love a good dungeon crawl game, much of the time they are too big for me.
Collision Detection The Boomer Death Cult of Possum Springs By Ben Sailer • November 2nd, 2022 As the Boomer death cult in Night In The Woods serves to remind us, sometimes the scariest monsters are the ones that could actually exist.
Brain Scratch We Scorn Friction at Our Peril By Steven Nguyen Scaife • October 31st, 2022 A look at some smaller games that use friction to make a point, to express frustration and access emotions beyond the limited vocabulary of realism and polish.
Here Be Monsters On Being Chased By Emma Kostopolus • October 31st, 2022 These monsters are more than bundles of code: they are a concrete reminder of the lack of control that we have over our own lives.
I6: Ravenloft (Remastered) By Stu Horvath and John McGuire • October 31st, 2022 A return to Ravenloft…
Dimensions Papers, Apples, Microphones, Chairs: Immortality’s Spatial Miscellany By Caroline Delbert • October 27th, 2022 Sam Barlow’s recent game projects his text-searching trademark into fully realized feature films. How do you know where to look?
Past Presence Roadwarden By Emily Price • October 27th, 2022 There is a gate made out of living thorns, a tree that drinks your blood, and a river with birds that call to you in human screams.
Assigned, (De)limited Desire Flying Shop of Horrors By Trevor Richardson • October 26th, 2022 Fanaticism, embodiment, and economics have been stitched together to loom dreadful over all.
Revving the Engine Mind the Gap By Caroline Delbert • October 22nd, 2022 In The Gap, you play as neuroscientist Joshua Hayes, who is suffering from a degenerative genetic disease. Caroline speaks with the developers.
Feature Story Dimensions By Caroline Delbert • October 21st, 2022 With enough narrative room, you become the monster.
Transpersonal “There has never been anything smaller than me”: Agent Black, Iconoclasts and the Necessity of Grief By Aster Shen • October 21st, 2022 Agent Black cannot let go – she literally cannot let go – of the rocket that symbolizes a potential that will never be realised.
Feature Story Whose Body Horror Is It, Anyway? By Ruth Cassidy • October 21st, 2022 A look at body horror, the just world fallacy, and lungs that turn into glass.
Feature Excerpt Monsters Built by Human Hands By Hyacinth Nil • October 20th, 2022 A close reading of Lakeview Hotel.
Letter from the Editor Unwinnable Monthly – October 2022 By David Shimomura • October 17th, 2022 Let the spoopy season begin!
Colonial Marines By Stu Horvath and John McGuire • October 17th, 2022 “I say we take off and nuke the entire site from orbit. It’s the only way to be sure.”
Insert Coin Heart, Kidney, Pancreas, Shard By Madison Butler • October 13th, 2022 Space Warlord Organ Trading Simulator creates tension between the inherent violence of its premise and the player’s enjoyment of the gameplay, offering an engaging critique of capitalism.
Forms in Light How to Build a Racetrack By Justin Reeve • October 13th, 2022 Adopting a broader view as to what constitutes architecture can be a worthwhile endeavor.
Open World Gouranga By Edward Smith • October 11th, 2022 I hate this idea that games have gotten so big they basically replace your life – and tell you you’re not getting the most out of them and doing everything unless you let them replace your life.
Casting Deep Meteo The Fresh and Vertical By Levi Rubeck • October 11th, 2022 Lately Levi’s been picking through Severed Steel, a title still honing in on the parkour and the shooting but sidestepping long set pieces for a series of puzzle rooms and time dilation.
How to Make Your Gaming Blog Stand Out By Alan Smithee • October 10th, 2022 As an avid gamer, you probably have extensive knowledge about the gaming world.
Monty Python’s Cocurricular Mediaeval Reenactment Programme By Stu Horvath and John McGuire • October 10th, 2022 A very serious educational course on the medieval period, not an RPG.
Another Look End of Zelda By Yussef Cole • October 7th, 2022 Perhaps in Hyrule, which was apparently inspired by the local woodlands of its designer, Shigeru Miyamoto, we could grasp some of that same fantasy, that escape.
Made of Lines and Vines Beneath a Village’s Surface By Saniya Ahmed • October 5th, 2022 A distinct style of a building in Outriders led to curiosity, then unexpectedly unraveled a worrisome story that was brewing all along.
Interlinked Acquiring Phantomilian By Phoenix Simms • October 5th, 2022 Games have their own form of communication and language and, in some instances, they include constructed languages, or conlangs, that are foreign to their players too.
Here Be Monsters An Introduction and Manifesto By Emma Kostopolus • October 3rd, 2022 The horror of videogames, and a lot of horror more generally, rests on the fear of time.
WHPA-13: Weird Heroes of Public Access By Stu Horvath and John McGuire • October 3rd, 2022 Click that switch over to the UHF dial!
I Played It, Like, Twice... Offensive Stereotypes: Monster Mayhem Rises from the Crypt… But Maybe Shouldn’t By Orrin Grey • September 30th, 2022 Despite its cartoony demeanor, Monster Mayhem is no different from White Wolf’s RPGs, and its approach is… not exactly sensitive, even for 2007.