Love and monsters.
An exploration of the tensions you play with, vs the tensions the game’s text shows you. It isn’t enough to survive against all odds – for the purpose of your task list, that’s simply assumed.
A Tale of Paper: Refolded poses a number of interesting questions including the extent to which our most deeply held hopes and ambitions can impact the people around us.
The cat, the fox and the apocalypse.
Everyday continues to be Halloween ’round here.
No matter how many I kill, there’s always more.
The Sega Saturn is one of the best JRPG consoles of all time…just not in the west.
Welcome new subscribers! We’re so happy to have you aboard!
Call of Duty: Modern Warfare can be sold to people who want something potentially “hard-hitting”, but also sold to people desiring the opposite.
Half a dozen writers and developers signed up for a one-hour game jam over Halloween weekend. What were they (and I) thinking?
Horror is perhaps the genre where contested space is most easily found lurking.
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.
Cthulhu may be an ageless horror, but the Call of Cthulhu RPG just turned forty!
Pokémon is a portmanteau. It means pocket monsters.
The environmental storytelling of Stray depicts a futuristic world of stereotypes.
As much as I love a good dungeon crawl game, much of the time they are too big for me.
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.
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.
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.
A return to Ravenloft…
Sam Barlow’s recent game projects his text-searching trademark into fully realized feature films. How do you know where to look?
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.
Fanaticism, embodiment, and economics have been stitched together to loom dreadful over all.
In The Gap, you play as neuroscientist Joshua Hayes, who is suffering from a degenerative genetic disease. Caroline speaks with the developers.
With enough narrative room, you become the monster.
Agent Black cannot let go – she literally cannot let go – of the rocket that symbolizes a potential that will never be realised.
A look at body horror, the just world fallacy, and lungs that turn into glass.
A close reading of Lakeview Hotel.
Let the spoopy season begin!
“I say we take off and nuke the entire site from orbit. It’s the only way to be sure.”
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.
Adopting a broader view as to what constitutes architecture can be a worthwhile endeavor.
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.
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.
As an avid gamer, you probably have extensive knowledge about the gaming world.
A very serious educational course on the medieval period, not an RPG.
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.
A distinct style of a building in Outriders led to curiosity, then unexpectedly unraveled a worrisome story that was brewing all along.
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.