Unravel wants to help us mourn, but doesn’t know how

Unravel begins with a letter from its creators that thanks you for purchasing the game. It explains to you the power of the medium, the senses of love and loneliness about to be explored, and how long they as a team have been pouring their hearts into it. The font and spacing makes it resemble the p

Portal 2 experiment results in beautiful wormhole art

Dear Chell, Where have you gone? This is your fault. You chose this path. The Aperture Science testing environment has been proven entirely safe for each test subject. Yet your typical violent behavior towards the equipment has proven that false. I’d just like to point out that you were given every

Meditating on Kentucky Route Zero

The first moment that Kentucky Route Zero (2013) throws a surreal curveball at you feels like a wake-up call. A character you’ve just met has finished fixing a TV, which doesn’t focus the picture on the screen as you expect, but somehow switches the barn outside the nearby window for a cave entrance

Firewatch: Come for the beauty, stay for the eeriness

Firewatch gets it. Beauty alone isn’t enough to carry an experience. There needs to be some grit, a bit of dirt, conflict even, to elevate a videogame (hell, any piece of art) from the whimsical to something more. I have a problem with 2009’s Flower and 2013’s Proteus precisely because there isn’t a

Eastshade will let you paint its idyllic landscapes as you explore

Hark, another open world, first-person game in which you traverse picturesque natural environments! That is both slightly unfair to Eastshade, a PC game that is currently in the making, and factually beyond reproach. Eastshade, as with many games before it, is all of those things, but it is also end