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Firewatch and the great American landscape

Steven Poole put it beautifully in his book Trigger Happy (2000): “the jewel in the crown of what videogames can offer is the aesthetic emotion of wonder… such videogames at their best build awe-inspiring spaces from immaterial light. They are cathedrals of fire.” Cathedrals of fire. Sit on that for

The unrelenting science of The Witness

When I played a demo version of The Witness at a Sony event in 2013, I was offered two approaches: 1) I could be lead through a basic tutorial of the way the game’s puzzle systems work, or 2) I could be left to wander around the island landscape and discover it at my whim. I chose the latter option,

Inside the mind games of cinema’s dangerous romances

Actress Marion Cotillard’s obvious allure brings the young Polish girl of the slums, Sophie Kowalsky, to life in Jeu d’Enfants (2003). It’s the ultimate film français, featuring a teasingly­ surreal yet ­realistic mind-­fucking game of cat­-and­-mouse ­that you won’t forget anytime soon. Sophie’s ch

The Deadly Tower of Monsters revels in the schlock of B-movies

Bad movies can be a laugh to watch. It’s best done with a certain camaraderie, a group of buddies getting together to voluntarily partake in schlock, probably with alcohol and snacks to push them through it.Hell, Mystery Science Theater 3000’s (1988-99) Joel Hodgson has made an entire career out of

Falling through 100 million stories in Gravity Rush: Remastered

Gravity Rush (2012) director Keiichiro Toyama didn’t choose horror, it chose him. His first game as director, Silent Hill (1999), was assigned to him by his bosses at Konami. A stranger to horror as well as a self-professed scaredy-cat, in order to find his feet Toyama turned away from schlock and g

Unravel wants to help us mourn, but doesn’t know how

Unravel begins with a letter from its creators that thanks you for purchasing the game. It explains to you the power of the medium, the senses of love and loneliness about to be explored, and how long they as a team have been pouring their hearts into it. The font and spacing makes it resemble the p

Meditating on Kentucky Route Zero

The first moment that Kentucky Route Zero (2013) throws a surreal curveball at you feels like a wake-up call. A character you’ve just met has finished fixing a TV, which doesn’t focus the picture on the screen as you expect, but somehow switches the barn outside the nearby window for a cave entrance

The Division doesn’t want you to think about 9/11

When I entered Ubisoft’s The Division press event on February 2nd in New York, I was greeted by a display of an NYPD patrol car that had crashed into a lightpost, with smoke bellowing from its engine and its lights still flashing. Machines in the rafters vigorously blanketed the room in snow. Cautio

Role-playing games are just like medieval oral culture

You’re woken from your slumber by the piercing cries of a man in agony and the splintering of wood. The room is dark, though the glowing embers in the grate cast a dull glow across rapidly moving shapes. All about you is pandemonium: guttural panicked sounds of man and beast. Its stench strikes your

How videogames are changing the action movie

Something strange happens with the camera at the start of Spectre (2015). The movie opens with a wide view of an elaborate Day of the Dead parade in Mexico City. We’re then shown a villain before focusing on James Bond, who starts to follow this villain. Bond and a woman then go into a hotel and he

The Spaceteam card game will make you wanna shout

“The future is disorder.” –Tom Stoppard, Arcadia /// The Spaceteam card game is chaos. Like its forebear on Android and Apple, it’s a cooperative game that forces you and some friends to scramble with tools and ailing apparatuses to fix your spaceship before you are swallowed by a black hole. As an

Revisiting the enduring horror of Far Cry 2

The Far Cry series has always dealt in discordance. Those hyper-saturated blues of travel agent brochures and the high-contrast greens of the indigenous flora, deliciously juxtaposed with the hyper-violence you were enacting on screen. It’s the calling card of the series, that contrast; travel fanta

Cats finally take over the world with mobile game Neko Atsume

This article is part of a collaboration with iQ by Intel. Neko Atsume is a smartphone game where players can watch cats. They can’t pet them, or call to them, or scratch behind their ears. The most a player can do is buy a treat or toy and place it in a backyard. If the player is lucky, the toy will

Advice from Torment: Tides of Numenera

Torment: Tides of Numenera is, in its own words, “chewy and full of strangeness.” The game’s beta sets players down in the city of Sagus Cliffs, where weird humans and alien “visitants” live in squalor beside buried spaceships. You meet citizens who can’t stop sprouting extra toes, others who drink

SUPERHOT and the unique temporality of videogames

When the Wachowskis transported bullet-time over from Hong Kong cinema to The Matrix (1999), mainstream western audiences were wowed. This was the beginning of something new for action cinema, the ability for the camera to pivot around action, playing a moment from a multiplicity of angles that stun

The inescapable echoes of Homeworld: Deserts of Kharak

It might have been the cruise missiles that triggered it. One of a string of upgrades nudged towards me by my commanding officer, charting the slow expansion of my carrier’s already formidable arsenal. It was the name— cruise missiles— that was so distant from science fiction, so connected to a side

How to talk about videogames (if you’re blind)

One of the first things that people notice when they flip on their consoles are the catchy intro sequences; the flashy animations of the screen. Videogames have a quantified area around them that’s visual. After all, so many game elements are conveyed through visual means, such as objective markers

Death of the author: A Review of The Ice-Bound Concordance

In the glacial caverns beneath a polar research facility, someone hears a distant groan. No, that’s not right. Maybe she hears laughter instead, but that goes against the tone of the piece—an air of mystery with a heavy sense of foreboding. Distant whispers… no, faint whispers breathing through the

Shut Up, Gaming Positivity

This article is part of a series called Shut Up, Videogames, in which critic Ed Smith invites games old and new to pipe down, or otherwise. In this edition, he looks at today’s atmosphere of “gaming positivity” in games criticism. Rather than challenged by the emergence of different games and differ

Bringing otome games to the other side of the world

This article is part of a collaboration with iQ by Intel. Otome games—visual romance novels targeted at women—don’t often find a wide audience outside of Japan. Not only do they struggle to market towards women in countries where dating simulators are less of a cultural staple, but the games’ protag

The Westport Independent does*** ***** understand censorship

The Westport Independent is a game about journalism. And so, in the interests of good journalism, a full disclosure is in order: I was employed as an editor at a newspaper company in Hong Kong, the South China Morning Post Group, from 2012-2015. This is important because The Westport Independent is,

Nuclear Throne is hotter than a smoking gun

For a game that has zero puzzle elements Nuclear Throne sure feels like a seeing-eye puzzle. If I keep at it long enough I will eventually see the fire truck or star or whatever image it is hiding. There’s a sense that if I stay with it one more turn I’ll land on a magic run that sends me to the epo

Playing Paris like a game

I have never been to Paris. In my provincial life I’ve never even left the United States. Despite or, perhaps, due to my localism, I was beguiled by the vision of the city given by Luc Sante in his 2015 book The Other Paris. Sante provides an underground history of the city, of its crime and prostit

The Witness is videogames’ long take

There are all sorts of studies floating around about the human attention span, and usually about how it’s getting shorter. I’ve heard my fair share of anecdotes over the years from teachers, supervisors, and fellow artists about how long an average audience member is willing to engage with a piece o