It begins with the blankie. Mother isn’t able to comfort you all day every day, and your developing brain is rapidly attuning to that fact. But you also aren’t able to comfort yourself, not yet, not entirely; the feelings are too strong, language and notions of cause-and-effect relationships too nas
His foot slipped, and Kugel the cleric fell toward the lava that was rapidly filling the chamber. He seemed oddly resigned, taking no immediate actions to alter his fate. “Perhaps this is the end of Kugel,” he whispered as his boots hit the magma. Darvin the fighter, too high up to be of immediate h
We tell a lot of stories about war. The appeal is, in one sense, straightforward: war checks off nearly every box in the dramatist’s playbook, replete with high stakes, clear protagonists and antagonists, and themes of heroism and loss. But the pendulum swings the other way, as well: wars don’t just
Playing a stealth game is like dancing. Or, more accurately, it’s like the evolution of how you approach dancing over the course of your life. Starting out, you’re a junior high pubescent: every move is a little awkward and the rules of appropriate conduct somehow seem both unclear and inviolate. Yo
This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here. /// Paracelsus first coined the term “homunculus”—the Latin portmanteau meaning “little man.” The 16th Century occultist used the word to describe a miniature, fully-formed huma
As a school-aged kid in the 1990s, I didn’t spend a lot of class time talking about Iran. The name Ayatollah Khomeini meant more to me as a reference to a joke from The Simpsons than as an actual historical figure. As an adult, I became marginally more aware of Iran’s contemporary position within Mi
When adapting a game from tabletop to computer, emphasis is often placed on reducing abstraction. Objects, characters, and events only representable by cards, markers, or dice in the physical world can instead be fully realized by digital artists in a videogame. But Gordon Calleja, game designer at
Growing up in the heyday of graphic adventures has caused me to live in fear of the pixel hunt. It used to be that I’d load up the otherwise innovative Indiana Jones and the Last Crusade (1989) or the visually sumptuous Riven (1997), only to spend hours stuck, madly combing the screen for details th
Art has always been useful for drawing our attention to the controversially sad. Take something like Zoe Quinn’s text adventure Depression Quest; depression is, by its nature, a miserable affliction, but it is also a diagnostic category burdened by stigma, shame, and skepticism. Some people insist t
Growing up, graphic adventures were essential. Sure, I might have gone to Greg’s house to race through some Mario Kart tracks now and then, or called up Izzy if I were looking for the vicarious thrill of watching him charge the dark corridors of DOOM (I was too skittish to actually play). But at hom