Blame! (1998) is getting everywhere these days. The dark, vast architectural spaces of Tsutomu Nihei’s manga series seem to be steadily rising in popularity, like sentient tower blocks growing stories at a time, casting a deeper and deeper shadow over popular culture. Next year it’ll likely hit the
Rob Milus isn’t saying much, but it’s enough. He’s working on a game called Ekko with fellow game maker Peter Dijkstra, one that he’s only showed glimpses of on Twitter—abstract shapes floating across a space lit by a distant sun. I wanted to find out more, a lot more, but he only responded with a f
I was expecting Tom Kitchen to be reserved when talking about his upcoming vignette game Emporium. He’s shown plenty of images on the game’s TIGSource thread but not said a lot when it comes to what it’s about, leaving me to believe he wanted to keep it secretive. So I was taken aback when he came s
Barnaque is one of the most interesting freeware game studios to have emerged in the past few years. Comprised of the Montreal-based duo David Martin and Émeric Morin, Barnaque has made games that are often described as “batshit crazy” and “psychedelic,” mostly because the pair want to mess with pla
You might not have heard of Aubrey Serr but it’s possible you’re familiar with some of his work. For the past eight years, he’s been a designer over at Wolfire Games, mostly working on the still unfinished Overgrowth—the game with the ninja bunnies—but also helped contribute to the studio’s 7DFPS en
Night Call‘s shade of noir-infused drama seems to be one part Drive (2011) and two parts Taxi Driver (1976). Upcoming for PC, iOS, and Android, Night Call will have you playing as a Parisian taxi driver who hopes to find the killer who has orchestrated a number of recent murders around the city. But
Videogames and philosophy are hardly strangers. Look to BioShock‘s (2007) exploration of Objectivism, the Determinism of The Stanley Parable (2013), and The Talos Principle (2015) with its toying of Functionalism and Behaviorism (and many other philosophies). The interactive nature of videogames, al
Keyboard Sports turned my Spacebar into a couch and that is so darn delightful. Thank you for that, Keyboard Sports. I’ve never really seen my keyboard as anything other than a set of lettered keys before. I barely look at it as I jam my fingers into it every day, typing up my thoughts, but now it h
“I think games are uniquely suited to doing interesting things with spatiality, it doesn’t matter what form this takes—pure audio, pure text, pure 2D, pure 3D, or any combination of these, games are just really good at spaces.” These are the words of Orihaus, a game maker who has made some of the in
Thatgamecompany has teased its next game after Journey (2012) with an image and the promise of its arrival in 2017. It’s also been confirmed that, unlike thatgamecompany’s previous three games—flOw (2006), Flower (2009), and Journey—it will not be exclusive to PlayStation platforms. The teases came
It’s been four years since first-person, survival-horror-in-space game Routine first pinged on my radar, and I barely know more about it now than I did then. This isn’t due to negligence on my part—Lunar Software, the team making it, have been very stringent on what info they put out into the wild.
Conor McCann has made lots of wonderful digital toys recently. Black Gold was one of them—a game that let you ruminate on life while sipping cold beer with a friend under the stars. The Echo Initiative was another, which had you keep a lost satellite company as it drifted forever through space. Ther
It’s been a while since I’ve seen a warning label at the beginning of a videogame trailer. “WARNING: This trailer contains violent footage and flashing images that some may find disturbing.” That’s how the Kickstarter trailers for Agony open up, before each of them start smashing heads open with fis
Tale of Tales is looking to remake the very first videogame they made as a collective—comprised of married couple Auriea Harvey and Michaël Samyn. They’re trying to raise €40,000 on Indiegogo in order to update the dated technology that runs the original version of the game so that it may live on fo
The keyword for the Austrian art group goldextra is “experience.” The group presented its online multiplayer game Frontiers with a sentence that fed this idea: “Don’t just watch, experience the news yourself.” Frontiers had virtual recreations of spaces in the Sahara, southern Spain, and Rotterdam s
Narayana Walters, a computer science student at Appalachian State University, is fed up with seeing the same old designs in horror and survival games. But rather than sticking to moaning about it, Walters is doing the admirable thing of making his own: a non-linear, open-world survival horror game c
“Dull” reads the game’s judgement, punched across the top-right corner of the screen in a disappointed font. Dante throws his shoulder, thrusting his blade into the marionette a second time. “Cool!” Later, once Dante has become a proper daddy’s boy, he’ll impress the game he’s trapped inside to the
Videogames haven’t been kind to Cuba. In 1996, A-10 Cuba! had players decimating Cuban military defenses from an aircraft; the following year saw GoldenEye 007 on the Nintendo 64 depict Cuba as a hostile jungle full of source-less bullets; it didn’t even let up in 2010, with the arrival of Call of D
“Holy shit!” That’s the correct reaction to finding out that Gravity Rush 2 will have city-sized enemies. In fact, they actually are cities—the screenshot above is of a Ghost City, which “eats entire buildings, reconstructing them as limbs as it fights.” That is the coolest shit. This info comes fro
Paperash Studio has done everything creative you can do with paper, except put words on it. The studio’s textless adventure, Dark Train, is made entirely out of papercraft and code—a carefully folded world of bats and belfries, soccer fields and sleazy hotels. Its title flirts with the idea of being
The Chuck Tingle adventure game is now looking to be “Kickstarted in the Butt.” If you’re not familiar with Chuck Tingle this will all come as quite a shock. He is perhaps the internet’s best supplier of smut, writing short erotica with titles like “My Ass Is Haunted By The Gay Unicorn Colonel” and
There isn’t a lot of videogame art I would hang on a wall. In fact, to date, there is only one piece of videogame-related artwork in my house, and it’s Judson Cowan’s rendition of Lordran from Dark Souls (2011). Now, I think may have found it some company. Cook & Becker, an art dealership, is now se
The Game Boy is an icon of ’90s innocence. It’s a kid playing Tetris (1984) while sprawled across their bed. Or a bunch of kids trading Pokémon (1996) in the sun with a Game Link Cable. Nintendo’s original grey handheld is not typically a vessel for horror. But you try telling that to the people who
I’ve spent many months thinking about what my New Year’s Resolution will be as we transition into 2017, and I’ve decided: I’ll live life more like a cat. I’ll prowl human legs, mewling for tuna, and scratch leather sofas to prime my claws. But, mostly, I’ll chill out and do a whole lot more sleeping
Small Radios Big Televisions, a game about the joys of broken analog tech, is coming to PlayStation 4 and PC on November 8th. Mostly, it wants you to collect cassettes and play them in a tape recorder: special attention is given to the tape sliding into the tray, the chik of it being locked in, the