Article

The Deep End

How can DARPA use a sub simulator to discover and implement tactics into the United States Anti-Submarine Warfare program? Julia Coulibaly describes how the free, downloadable ACTUV Tactics Simulator demonstrates the plodding difficulty of updating the U.S. Navy’s ASW program.

Games for Change 2011: Furniture Forest

Now in its eight year, the Games for Change Festival continues to bring together educators, industry leaders, and researchers to ask how games can be used for good. But is that the right question to ask? Adrian Sanders attended the conference and digs into the conversation.

Blood Elf of the Long Robe

A player in a top-ranking World of Warcraft guild, and lawyer by day, speaks to us about epic raids and corporate takeovers.

Touching From a Distance

We speak with researcher and assistant professor of bioengineering at Stanford University, Ingmar Riedel-Kruse, about making games with microscopic lifeforms.

Mirror, Mirror

Despite all the improvements Kinect boasts technologically, Kinect Fun Labs stands as a painful reminder of what we lack socially. Richard Clark explains why Kinect Me and its other applications make him feel nothing but disconnected.

A Collect Calling

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.

Pride and Its Dark Side

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.

Moral Goods

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

These Private Realms

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.

Scenes: The End of E3

On his last day at E3, Jon Irwin chooses Nintendo—above all else. The final installment of this four-part series.

Call for Pitches: The Sounds Issue

Now taking pitches for Kill Screen #5: The Sounds Issue! Whether your expertise is game music, music games, musicians, sound design, FX, or voiceovers, we want to hear about it.

Hoarding, Happiness, and Heartbreak

What happens when a videogame becomes a reflection of real life? Chris Offutt describes how his family grew up with World of Warcraft, and how he dealt with the loss of his hacked and banned account.

Scenes: The Third Day of E3

On his third day at E3, Jon Irwin skips the pomp and circumstance of some of the bigger booths for a trip down memory lane.

Scenes: The Second Day of E3

On his second day at the Electronic Entertainment Expo, Jon Irwin starts to lose his sense of reality. How very fitting…

Profile: Greg Kasavin

GameSpot EIC-turned-EA LA producer Greg Kasavin has many stories to tell—and he wants to do it with videogames. We talk with the man of letters about his upcoming title Bastion, almost becoming an English professor, and what RPGs can teach us about life.

Scenes: The First Day of E3

Kill Screen staff writer Jon Irwin attends his first Electronic Entertainment Expo in Los Angeles. In this dispatch, holding hands with mutants and reading into attire.

A Sound Design: Live Fast, Die Faster

In our latest music column, Pitchfork writer David Raposa asks why the late Guitar Hero failed where Rock Band succeeds, with insight from the music industry.

Laughing Stock: Ron Gilbert

Ron Gilbert began making games that satirized movie genres. Now the mind behind Monkey Island, Maniac Mansion, and DeathSpank makes games that poke fun at themselves. We talk to Gilbert about finding the funny factor in games—why it can be so hard, and why it’s good for the medium.

No Quarter For Old Men

NYU hosts its second annual “No Quarter” game exhibit and our Adrian Sanders takes a peek at a new crop of indie titles.

From Chalks to Blocks

How virtual playground Minecraft is like the building blocks of our youth. We speak with educator Joel Levin about the school curriculum he built around Minecraft, and teaching internet ethics in a way that sticks.

Profile: Bennett Foddy

Bennett Foddy is a true Renaissance man. The GIRP creator speaks with Jonathan Beilin about being a founding member of Cut Copy, a philosopher at Oxford, and designing games that addict.

Resurrecting Teddy

Can keeping a digital pet ever live up to a master’s relationship with a real one? Do we want to see the day when it can? Jon Irwin wonders why Nintendogs + Cats for 3DS makes him feel so guilty, and why pet sims don’t take the responsibility of pet ownership seriously enough.

The Last Game Trader

The Video Game Exchange is a link to the past for retro-game lovers, and owner Fred Schofield likes it that way. During field research for NHPR, Jon Lynch digs into Schofield’s shipping containers of games and his refusal to modernize in the face of GameStop.