Clayton Purdom

Everybody’s Gone to the Rapture aims for "genuinely nonlinear narrative"

Everybody’s Gone to the Rapture designer Dan Pinchbeck has written a long blog post detailing the game’s creative genesis. Peppered throughout are some hints on what the final game—which, after being shrouded in secrecy, is due to be released in early August—might contain.  He’s spoken before (to Ki

Go ghost-hunting in Geisterblut, a free-jazz blast of a videogame

Geisterblut is fucking nuts. Being “fucking nuts” appears to be its raison d’etre—its final screen, which you can reach in just a minute or two, hammers this home—but it’s not “trying to be fucking nuts” in the manner of, say, a Russell Brand bit. It is, rather, a free-jazz skronk, a noisy freakout

Listen to John Carpenter’s Lost Themes now

The importance of John Carpenter’s first decade or so of filmmaking is hard to overstate, particularly to fans of genre films. With laser-like precision in editing and pacing, he created definitive action (Assault on Precinct 13), dystopian (Escape from New York), slasher (Halloween), horror (The Th

What sort of art would the enemies from Zelda make? A serious question.

In the darkest recesses of literary nonfiction graveyards there exist half-crumpled manuscripts musing, to the night sky, what sort of art the mindless automaton antagonists of Legend of Zelda might make. Muse no longer, undergrads: here is the exact manifestation of your dreams. The cabal of “compu

Death, dismemberment, and abstract horror comes to Twitter

If your relationship with Twitter is anything like mine, you might welcome the addition of a bloodthirsty mystical beast to your timeline. That’s exactly what developer Terence Eden has done with @wnd_go, a brief and deeply abstract Choose Your Own Adventure that uses the social media service as its

Abandoned building haunted by moon in JRPG sidequest come to life

The Lithuanian street artist Morfai has a way with repurposing old objects. He’s used digital trickery to make broken public spaces whole again, and assembled bottlecaps into enormous mosaics. His recent work may be his biggest yet, though: he “stole the moon” and trapped it in an abandoned building

Boardgames are a pain. This app may help

Boardgames are great, but they are an enormous pain in the ass. This is both part of the appeal and the reason more people don’t get into them. They’re heavy, generally expensive, they require hours to set up and take apart, as well as gobs of free time penciled into a handful of people’s schedules.

The uncompromising Alien: Isolation just got uncompromising-er

There are two things to know about Alien: Isolation, the Creative Assembly horror game from earlier this year based on the long-running Alien series of films. The first thing to know is that it is really, really, really good-looking. The gone-to-shit space station you explore is bafflingly dense and

This glitch art recreates the hell of cubicle work

Glitch art comes in all shapes and sizes, and much of it is very, very bad. (Google it and you’ll see a lot of low-rent ghost imagery and, um, that one dreamy picture of Kurt Cobain?) The work of Wayne Edson Bryan cuts a different figure, though. It starts with process: Bryan actually hand-makes the