Circle, Square, Triangle, and X.
Konami came close to making Piranesi’s imaginary prisons real.
Treachery in Beatdown City looks to change representations of people of color.
When nostalgia inverts on itself.
How Inquisition takes the politics out of race.
Where contempt is a mechanic.
Technology gets closer and closer to magic every day.
So: what are these videogame characters feeling?
Ben Esposito talks about erasure and delight in his upcoming game.
What do we do when we can’t rely on religion?
Into the void where designed spaces end.
Non-player characters helped the series double down on its sense of isolation.
The wonders of Sanctuary Fortress.
That eccentric little control, actualized.
Celebrating Barbie games on the same level as MegaMan ones.
Breaking out of a straitjacket economy.
Naomi Clark looks to make Netrunner a little less … cyberpunk.
Fifteen years later, the game is almost too real.
Exploring the potential of the screen, the page and the ceiling.
Volumetric lighting will only increase in importance.
The roleplaying masters understand the importance of identity.
Japan’s naturalistic religion defines many of our shared experiences.
This is the way Endless Legend ends: not with a bang but a whimper.
A sci-fi game that can’t imagine beyond the present.