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Through the Hedgerow

By Stu Horvath and John McGuire • March 31st, 2025

You never know what you might find down the old straight track.

Funeral Rites
A close-up on the head of a vulture-like bird creature from The Molt, light in bright yellows and oranges as if by flame and staring out with soulless black eyes.

Notes Passed Between Me and Morgan During Algebra Class, After Discovering The Molt (If The Molt Had Been Published in 1995, When We Were in Algebra Class)

By Orrin Grey • March 28th, 2025

You think you, me, and Josh will be enough, or do we need to find somebody else? Brian, maybe?

Feature Excerpt
A small craft traverses a rolling sea in artwork from the videogame Spiritfarer.

Spritfarer and the Labor of Grief

By Laurie McRae Andrew • March 27th, 2025

Judith Butler helps us see how Spiritfarer’s gameplay mechanics connect labor with the politics of grief.

A cropped image of the box for Molly House, with elaborate white script of the title over a red box with line drawings of dozens of characters

To Have Fun in Spite of The Tragedy of It All: The Pertinence of Molly House

By Luis Aguasvivas • March 25th, 2025

Within this box a metaphor is contained, one of festive joy experienced by a collective in conservative Georgian England.

Sickest Witch

By Stu Horvath and John McGuire • March 24th, 2025

Which sick witch is the sickest witch? You!

Open World
Art for Max Payne 1 and Max Payne 2 in black and white, with the titular cop on the left holding a gun and on the right embracing a much shorter woman

So Much for Being Subtle

By Edward Smith • March 21st, 2025

That rhythmic, never-rising, never-falling delivery creates a kind of base reality for the world of Max Payne.

Here's the Thing
A top-down view of the Caves of Qud map, rendered in all its ASCII glory.

Graphics Are Never Everything

By Rob Rich • March 19th, 2025

While being able to visually enjoy (or even just parse) a game’s visuals are important, Rob isn’t a fan of just how much importance people sometimes place on them.

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