Today the most dedicated videogame players hack the computers to do the work for them. We take an inside look at the world of tool-assisted speedruns, where Mario and Mega Man defy even more logic.
Christine Love’s visual novel Analogue: A Hate Story points the way to a new literature, and a better world, while dwelling on the shortcomings on the past and present.
When is a croaking frog important? A dialogue between composer David Kanaga and Jason Johnson about finding the music of games in their objects and their play, and reaching higher states of consciousness (through art).
Jason Johnson looks into the world of audio games—videogames designed for the visually impaired—and finds a medium racing to catch up with modern times. If the zombie first-person shooter Swamp is any indication, games for the blind may herald an unforeseen future for videogames and technology.
Nintendo’s cheerful take on Monopoly found an untimely release in America last December. Jason Johnson digs into the financial game and finds himself overpowered by Mushroom Kingdom denizens who seem blessed by advantages he can’t see, but feels tearing a hole in his savings.
What’s in a name? The word “gamer” is used to connote men and women who enjoy videogames, and it contains the perilous highs and lowest lows of human experience. Jason Johnson argues that it’s time to leave the term behind.
Luke Schneider, the solo member of the Radiangames studio, talks with Jason Johnson about the solitude of leaving a major gaming studio and going it alone as an indie.
What is it about the hardest challenges that draw us in? Jason Johnson talks about the infamous Japanese arcade game Mushihemesama Futari and the kind of enjoyment that can only be found in “bullet hell.”
Looking at his favorite games from 2011, Jason Johnson wonders why gaming is becoming like web surfing, if the internet is really destroying his attention span, and if he should even care.
In our inaugural Flash Forward column, about all things browser, Flash, and otherwise tab-able and clickable, Jason Johnson writes on the transcendent joy of getting stepped on by a giant boot made of squares.
In a move fit for the Twitter and app generation, Kirby gets shattered into tiny—but formidable—pieces. Jason Johnson reviews what may be his Nintendo DS swansong.
James Silva, the one-man studio behind the gory cult classics I MAED A GAM3 W1TH Z0MB1ES!!!1 and the Dishwasher series, talks to us about why he’s squeamish, high school band fiascos, and what he’ll do if you try to collaborate.
A new entry in an overloaded genre, the twin-stick shooter, Scoregasm suggests that when mathematical formulas cease to surprise, only art may differentiate them.
Are all games the sum of their rules and systems? According to the field of ludology, the formal logic of a game is where its soul resides. Jason Johnson argues that bridging the gap between system and meaning is a more tenuous proposition than ludologists acknowledge. Read the first of this three-p
The bullet-filled trajectory of videogame shooters, from Spacewar! to Space Invaders to shmups, may have peaked with Radiant Silvergun, a rarity now playable on Xbox Live Arcade. Jason Johnson explores how 3D threw shooters off course.
A pixel-themed take on the world-building classic Minecraft demands an objective review, from the highest reaches to the hidden rewards of its fundamentals. Jason Johnson digs into the game’s material.
A new iPad word game by independent developer Zach Gage illustrates some fundamental conflicts about operating within game systems, and then writing about them. Jason Johnson tries to untangle the letters.
A game about underwater exploration ironically drowns the player in its own vast world. Jason Johnson wants to chart new territory but finds his mind wandering.
Experimental game Loop Raccord draws inspiration from the process of video editing but finds unlikely communion with the sonic juxtapositions of John Cage.