In his recent book Spelunky, Derek Yu writes about the process of designing his 2008 (and 2012 remake) game of the same name, and often refers to the difficulties introduced by the decision to generate levels randomly. He describes trying to make sure that every time a level is generated, it is new,
Punk music. Chains. Leather, drugs, mohawks, and spikes. The revolution, at least as far as it’s depicted in films like The Warriors (1979) and comics like The Dark Knight Returns, is often offputting and grotesque. These stereotypical trappings are hardly an accurate representation of real punk cul
Hugo Arcier’s FPS is about last year’s attacks in Paris, though it is not immediately clear in precisely what way. We know this because the artist says as much on his website: “FPS is a post November 2015 Paris attacks art piece. The artist deals with blindness hijacking video game codes, in particu
Inventory management is a tedious part of videogames. I’ve never found myself daydreaming of the minuscule inventory in Resident Evil (1996) (though I do remember that opting for playing as Jill netted you two more slots). Nor have I ever found myself enjoying the meticulous disposal of items over-e
The screen blinks. Instructions arrive. “Plug in your headphones, put away your device, and listen up…if you hear static, you’ve gone too far.” HATFinder (2015) is a mobile-based spy game that’s not played on the screen. The initial instruction screen is the one and only time you’ll see anything on