feature

Ancient India: The Birthplace of Modern Game Design

This article is part of a collaboration with iQ by Intel Ancient India produced some of the oldest and longest surviving games in history, and though the country’s videogame creators face modern day challenges, its contributions to game design are undeniable. They’ve gone by many different names and

Pokkén Tournament is killing my Pokémon vibe

“Kids play inside their homes now, and a lot had forgotten about catching insects. So had I. When I was making games, something clicked and I decided to make a game with that concept. Everything I did as a kid is kind of rolled into one—that’s what Pokémon is. Playing video games, watching TV, Ultra

No Pineapple Left Behind spends too long in the classroom

You are a school principal. You see a student who is being bullied. His parents ask for you to keep an eye out on him, make sure his feelings aren’t hurt. There will be hell to pay if he is sad when he goes home. You could stop kids from picking on him. Or you could help his self-esteem. But the eas

What the hell is Cloverfield, anyway?

It all stands out to me as clear as yesterday. A scrawny, bright-eyed teenager circa ‘07, sat across the aisle with his friends, popcorn gripped between thighs, the SMS touchpads of flip-phones being thumbed impatiently. It’s the opening weekend of Michael Bay’s Transformers and we are ready to see

Pathologic and the disease of language

Boredom is usually considered to be the death of a game. You play, you get bored, you switch off. Popular thought demands that videogames be engaging at all times, whether through direct action or intellectual thrill. It matters less as to how it’s achieved as long as boredom is avoided. But Patholo

The perverse ideology of The Division

In the first few hours of The Division, you will be bombarded with phone recordings, resources and consumables, an overwhelming litany of damage numbers and weapon mods. It puts you in such a constant state of information overload that after a while it’s easier to ignore everything but the essential

Touch & Go: Exploring Alternative Controllers

It’s Sunday afternoon. The exhibit space is in a frenzy. Robin Baumgarten, a London-based game maker, is in Toronto for an exhibit featuring his game, Line Wobbler. As we pass by workers busily preparing the exhibit space, Baumgarten shows me the deceivingly simple-looking controller at the core of

Californium can’t get past writer’s block

Growing up in the heyday of graphic adventures has caused me to live in fear of the pixel hunt. It used to be that I’d load up the otherwise innovative Indiana Jones and the Last Crusade (1989) or the visually sumptuous Riven (1997), only to spend hours stuck, madly combing the screen for details th

The wearable tech that’s getting girls into coding

This article is part of a collaboration with iQ by Intel. Taking friendship bracelets into the digital age, Jewelbots teaches young girls to tinker and code their way into the exploding world of wearable technology. Whether it’s the Queen of Coding Grace Hopper or the new wave of women innovation en

Mega Man, in love and death

I get why Mega Man fans are insatiable. Even after 10 games to the main series’ and at least double that if you include spin-offs and variations, it wasn’t enough for me as a child. I remember browsing the game rack at Bonanza Video and being unable to taper the thirst for more of the series’ Robot

Adr1ft and the loneliness of digital worlds

This is a preview of an article you can read on our new website dedicated to virtual reality, Versions. /// Adam Orth is alone. It’s no secret. He tells me as much even as I cross the threshold of Three One Zero, his development studio just off the block-party-turned-retail-orgy that is the 3rd Stre

The Lobster, a warped fairy tale about our dating obsession

To state a fact in ordinary language is to permit a doubt concerning the statement. – R.F. “Tody” Hamilton (press agent, Barnum & Bailey) There is a sequence towards the end of The Lobster in which two characters, initially drawn together by the same physical defect, are trying to find new shared gr

The class war and canapes of HITMAN’s Paris debut

I’ve been to my fair share of parties. I don’t mean the plastic-cup-and-pizza apartment hang-outs, or the police-baiting all-night warehouse raves—I mean vaulted ceilings, black tie dress code, and free champagne. Parties where I leant on neoclassical statues while distant arty bass droned on, where

Does eSports Have a Drug Problem?

This article is part of a collaboration with iQ by Intel. In the aftermath of one professional player’s admission to using Adderall, the Electronic Sports League (ESL) is cracking down on performance-enhancing drugs by instituting a new set of standards and tests, positioning the league as a role mo

Meg Jayanth’s quest to amplify marginalized voices in videogames

You embark on a wager to circumnavigate the globe in 80 days or less. Your journey might be made on the slow trudge of mechanized camels, aboard whisper-quick copper airships that defy gravity, or even on a certain famous submarine, many leagues under the sea. Your travels might even find you flirti

The desolate mansion of Resident Evil

Resident Evil, released in 1996 for PlayStation 1, is hilarious—it’s so funny. The voice acting is ridiculous, the plot is sensational and the live-action cutscenes look like they’ve come from a porn parody film. In fact, that’s Resident Evil in a nutshell: from the campy character and costume desig

The videogames preparing us for space

“There is only one essential question: What’s the next thing that could kill me? Focusing on that thing, whatever it is, is how you stay alive.” Ground Control, this is Commander Chris Hadfield describing his experiences as an astronaut and career as a pilot for the Canadian Forces, North American A

The Flame in the Flood floats comfortably in the shallows

I can think of few landmarks more American than the Mississippi River. It carves a slow, muddy path through the states, branching out as various smaller systems and tributaries that form the vessels of the country. The Mississippi carries with it the stories of Mark Twain and William Faulkner, the v

Why videogames love Alice in Wonderland

The bed is on the ceiling. The faucet is dripping up. A fish floats above you, bleating sonorous pun-filled pronouncements: “The sweet scent of bile hangs like a condemned man.” In the center of the room is a tiny door; on the table, a potion. “I’m constantly observing my declining behavior as if th

LARPing for Social Good: The Power of Live Action Role Play

This article is part of a collaboration with iQ by Intel. Fantasy entertainment once considered only for children has evolved into a social tool for diversity. LARPing inspires empathy and understanding for gender identity and oppression issues. When Anna Anthropy created Dys4ia (2012), an autobiogr

The Cave as Canvas: A Review of Far Cry Primal

Those who remember Banjo-Tooie (2000) with great fondness, as I do, may remember the ceaseless, bitter conflict between the Unga Bungas and the Oogle Boogles. The Unga Bungas are a warlike people, barely more than sentient beards with clubs; they get very mad when you try to sneak into their cave an

Internet-connected toys spark a new era of play

This article is part of a collaboration with iQ by Intel. From building blocks to Cabbage Patch Kids, children’s toys have often relied on the player’s active imagination. A new era of touchscreen cubes, rolling robots and other Internet-connected toys engage kids, teaching them about the world. Ove

Street Fighter V is for lovers

“ANOTHER FIGHT IS COMING YOUR WAY!” This is the siren sound of a Street Fighter match: two people getting ready to know each other without ever meeting. No matter how you dress it, Street Fighter V is an intimate experience dispersed globally. This Street Fighter has the distinction of a purely at-h

Of carnage and cannibals: The lawless wilds of Rust

No arts; no letters; no society; and […] worst of all, continual fear, and the danger of violent death; the life of man [is] solitary, poor, nasty, brutish and short”, so says Thomas Hobbes, describing his conception of the “State of Nature” in Leviathan (1651). This quote is one of the first things