What is the meaning of collecting strategy guides? What does the habit tell us about the games—and other things—we value? Emily Flynn-Jones describes the magic of collection.
Negative emotions such as fear and disgust are familiar territory for games. But Simon Ferrari suggests that games can, and perhaps should, go further, using his paralyzing anxiety in the intergalactic strategy game Neptune’s Pride as one example.
Videogame design has plenty of Charles Dickenses—but where are all the Jonathan Swifts? Danielle Riendeau speaks with Alex Shwartz, one of the masterminds behind the satirical Smuggle Truck about lampooning American immigration laws—why it caused so much controversy, why so many games shy away from
Can the provocative underage anime girls of Dead or Alive: Dimensions make us desire something more dangerous? Jon Irwin takes a peek at the game’s polygonal nymphs, and wonders what banning a game for questionable content says about our own sexual insecurities.