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Inside the videogame version of the Marina Abramovic Institute
How an art-world superstar got interested in indie games.
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How an art-world superstar got interested in indie games.
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Devine Lu Linvega’s occult language connects his games Nataniev and Hiversaires to the isolated streets of Tokyo. Also, he can see sound.
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Next time you’re in Vegas, go where the real men play: Tim Arnold’s Pinball Hall of Fame.
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King Post wants to turn Herman Melville’s timeless tale of the sea and humanity into a rousing fight for your life.
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Amid a crisis of portraying women in videogames, Resonance finds a progressive center in Anna, its heroine. The great seceret of writing above gender stereotpyes or misogyny? Write a human. It’s harder than it sounds.
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With provocative games like No More Heroes and Lollipop Chainsaw, Goichi Suda has been likened to a punk and an exploitation artist. But Michael Thomsen argues that his surreal oeuvre resists easy characterizations and must be likened to nonsense.
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Toronto’s new silver ball hideout, The Pinball Café, hints at a nicer, hipper future of city arcades in a home-console world.
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It takes a lot of smarts to win at pub trivia, but what about the host? Filipe Salgado follows Toronto’s most beloved Quizmaster, and gains insight into how this descendant of television quiz shows is built to be lost gracefully.
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One of the iPhone’s simplest ideas makes a difficult proposition on architecture. Kyle Chayka explains why Rem Koolhaas might love Tiny Tower.
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The transgender community has found an unlikely folk hero in Poison, a sexed-up Street Fighter character. Jason Johnson traces her murky evolution from concept sketch to rallying point.
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Jasper Byrne’s horror opus Lone Survivor is set in the aftermath of a world-ending virus. We talked to Byrne about how he made the game’s rotten food a scourge, and a self-portrait.
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One of the most prolific developers in the burgeoning indie game scene, Stephen Lavelle recently released his first large-scale game production with English Country Tune. Filipe Salgado catches up with the recuperating developer about the transition from small to large games, the difference between