Daniel Fries

NEST is a cute game poem about best bird buds

Crows, it turns out, are probably smarter than you think. They seem to be able to recognize human faces and craft tools to solve problems they run up against—the problem pretty much always being a lack of food, but still. You learn this as you play Cullen Dwyer’s new game NEST, which he gives a kind

Get lost in the bizarre wonder of Lilith’s collection of unfinished games

Games are mostly devoid of a “making of” genre. Indie Game: The Movie (2012) and various art books may tell the story of a game’s creation, but there is no Hearts of Darkness for games, largely because the amount of work and the number of art assets that go into a game means the “making of” commenta

We Happy Few thinks you should maybe go off your meds

Among the many titles shown off as part of Microsoft’s press conference on Monday was We Happy Few by Compulsion Games. The demo opens with the player character looking up from a candy apple red microfiche reader and straight into a giant clock that reads FRI 9 OCT 64. Meanwhile, he is muttering in

Overland is the road trip from hell, but it’s okay, there are dog friends

Finji showed off a new trailer for their upcoming game Overland yesterday as part of the PC Gaming Press Conference at E3. In order to be both accessible and complex, Overland has pared the tactics genre down significantly. It plays out on a series of nine-by-nine grids, where your squaddies have ar

Mu Cartographer imagines beautiful, alien archaeology

As analog technology tends to do, our old tube TV died a long and drawn-out death. In the run-up to its final croak, the knob that controlled the volume also turned it on, and in order to get it to display any picture at all, you had to slowly bring the knob to the point at which it would click on,

Michael Brough has another tricky labyrinth for you to survive

Michael Brough excels at designing systems that are simpler than they sound—better understood through exploration than explanation—and his grid-based games keep getting smaller and more complicated. In Imbroglio, his latest, your little dungeon-crawler has two health counters in the form of hearts a

Future Unfolding’s team wants to randomly generate hand-designed puzzles

In his recent book Spelunky, Derek Yu writes about the process of designing his 2008 (and 2012 remake) game of the same name, and often refers to the difficulties introduced by the decision to generate levels randomly. He describes trying to make sure that every time a level is generated, it is new,

A videogame that’s also a poem about someone else’s dreams

Popularized by the 122 tape-recorders scattered across BioShock’s (2007) sunken city, the audio-log is a device for dispensing story details in voiceover to a player who might be more absorbed by shooting baddies. Audio-logs allow for writing to be integrated into a game which otherwise would not su

Lose yourself in the looping puzzles of a beautiful low-res forest

The first paper note in Wood for the Trees asks: “don’t you just love reading notes on lamp posts?” Images and icons present in other first-person Unity games like Slender (2012) or Andrew Shouldice’s Hide are on display here too. The same note makes reference to “a missing beloved one” addressed by

People have figured out how to get the Steam Controller to sing

The player piano was a big deal in the early 1900s—if you could afford one, you could hear piano music in your home as performed by the machine itself, reading off rolls of punchcards pre-loaded with popular tunes. These early digital music devices fell out of fashion as the analog phonograph reprod

Wireframe church looks like a videogame’s debug mode made real

Ruins force the present to live right next to the distant past. In Rome, traffic passes by the Colosseum, which has mostly survived and been restored, but sites such as the Circus Maximus are obvious because of their absence. There are no cafes or shops on this enormous oval, and it’s surrounded on

Installation reveals the game-like complexity of life on the Scottish isles

Off the Western coast of Scotland, the Hebrides are a set of islands somewhat removed from the mainland. Scottish Gaelic is most prevalent there, but the furthest island out appears to be named for a non-existent saint, while some get their names from Norse or even pre-Celtic languages. 1973 horror

A videogame about making the kind of game you’re not supposed to make

There’s a succinct piece of traditional wisdom in videogame development: start small. It’s common for nearly everyone who wants to make a game to have a great idea for a massively multiplayer online game, but if you’re just getting started, that’s a pretty tough project to get off the ground, to say

AlphaGo’s win is a victory for humans, not machines

Google’s stream of the 5-game Go series between DeepMind’s AlphaGo and Lee Sedol was odd. It put little vector-graphic landmarks from Seoul opposite little vector-graphic landmarks from London. But I never once heard it suggested that this was a battle between Korea and the UK. Maybe it would have b

Just what are we losing to Google’s AlphaGo?

In Tang dynasty China, Go was one of the skills socially required of a certain class of educated elite—along with calligraphy, painting, and the ability to play the stringed guqin, it was part of a kind of artistic quadrivium. The art and beauty of the game are present in the way it is played, but a

Practice patience with painterly, puzzle-like swordplay

The format of a mobile game is pretty well-honed by now. From Super Hexagon (2012) to Crossy Road (2014), the games we play on our phones are (for the most part) broken up into short-and-sweet attempts to break high scores. When they were new, maybe we imagined spending more time in waiting rooms th

A videogame about the impossibility of grieving for Pol Pot

“Much of the experience of the site takes place in one’s head,” says the itch.io page for Cho-am, a new game from Aaron Oldenburg. The site described is the place where Pol Pot—the brutal dictator behind the Cambodian genocide in the late 70s—was cremated. In “real life” Cambodia, this site is near

Play through Italian trauma in these fables of fascism from WWII

A fable is put together like a joke: the punchline—the clever inversion we expect at the end—is set up with a story, sometimes just a framework distilled into the simplest form of itself. The hare oversleeps and the tortoise wins, and while we may have details about the hare’s braggadocio, these ani

There’s now a bot that can play Dwarf Fortress for you

In some ways, you can think of a community as a machine—some members grow food products to be turned into meals, which then feed the members responsible for producing raw materials, so they can serve others that may hone those materials into goods that represent economic viability. With more members

Jalopy will take you on a ramshackle road trip through the Eastern bloc

If the “racing game” is about the ticking clock, the turn rate, the time it takes to get from 0 to 60, maybe the “driving game” is about the little things—losing track of time on a long trip, deciding to stop at the next hotel, turning on your windshield wipers instead of your turn signal. Greg Pryj

After 18 years dead, this bizarre videogame is making a return

The Nintendo Entertainment System sits comfortably in its position as the grand-pappy of the game consoles we have today. To go along with their new machine, Nintendo came up with a lucrative licensing system that guaranteed players a certain standard of quality, and ended up jump-starting the Ameri

This Go student has become the Go master—and it’s a computer

If Go is mentioned in the US, it’s in the context of complicated games, or hard games, or games with some element of “purity.” It’s just white stones and black stones on a nineteen by nineteen board. You play by putting stones down, not moving them, if you surround your opponent’s stones they are “c

Explore dreamlike remixes of New York City’s early 20th century apartments

The idea of the New York City apartment as we know it had yet to be established at the end of the 19th century. The inhabitants of huge multi-occupant living spaces were mostly low-income immigrant families, isolated physically and culturally. The change began with Jacob Riis’s 1890 book How the Oth