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Comic: Super Teenage Mario Bros. #16
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Kicking off our new project to document games from every country in the world, a Zambian game about the crying of goats.
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The little things that make up our daily routine became so because of good design. And we love them because they’re simple, inobstrusive and convenient. Likewise, the rise of social and mobile gaming have made videogames more accessible, despite the design drawbacks which still plague the genres. To
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Mathias Crawford in conversation with Katamari Damacy creator Keita Takahashi on designing playgrounds, and why the physical world is enough.
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In a country where there is no videogame industry, how do people get their games? We look at Blue Powders, an illicit videogame emporium in Lima, Peru.
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Can videogame characters be thought of in literary terms? How can our avatars become more than containers for our whims, biases and fantasies? How can videogame characters demonstrate moral ambiguity, subtlety and growth? Lana Polansky uncovers the layers of character in Bayonetta, a game whose prot
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Videogames can get us to experience otherwise foreign concepts without any real negative consequences. But what about death? How can videogame death be made meaningful if all one has to do us reload? Enter Karoshi, a Flash game in which the goal is to die. The morbid, curiously upbeat game about sui