The mountainous terrain in Connor Sherlock’s exploration game Birthplace of Ossian isn’t of this world. I don’t mean that rather than being real, it is virtual—its disconnection has many more layers than that. For starters, its colossal landscape is based on Glen Coe in Scotland, a place that Sherlo
LA-based digital artist and photographer Carson Lynn is aware of the stigma behind the term “walking simulator.” It’s no coincidence that it’s the title of his latest project and also one of the most divisive terms in videogames. He knows that a lot of people shrug the walking simulator genre off as
You might not have heard of Aubrey Serr but it’s possible you’re familiar with some of his work. For the past eight years, he’s been a designer over at Wolfire Games, mostly working on the still unfinished Overgrowth—the game with the ninja bunnies—but also helped contribute to the studio’s 7DFPS en
Your fingers hover above the keyboard, hesitating to type out a response to the enthusiastic bubble that pops onto the screen, asking about your day. It’s tiring, trying to keep up the charade. When did the shift occur? At what point did communicating become a chore as opposed to a treat? A lazy res
The history of the term “walking simulator” is short but heated. It’s only seen wide usage over the past few years and is often applied frivolously. There’s a lot of uncertainties around it but the one thing that’s for sure it it’s a divisive term. Some people see it as a useful way to bunch togethe
Sacramento is a fleeting memory, a transitory moment for one to enjoy before life resumes its course. Creator Delphine Fourneau—who also goes by the name Dziff—describes the game as ephemeral; it’s the best word I could find to describe it, too. The scenes in Sacramento are snippets of Fourneau’s ow
Let’s start off with a confession that’s sure to have my friends messaging me all day: I don’t really like cats. I know, I know—I’m nerdy, I’m introverted, I write about games on the internet, I’m queer. By all accounts, I should be queen cat over here. But ever since growing up with my adorable lab
If we had access to some grand compendium filled with every single emotion that videogames make us feel, it would probably waste most of its words trying to describe fun. But as a concept, fun is primitive. Fun is escape. Like a dog chasing a tennis ball or a crow sliding down a tin roof, fun is int
Mason Lindroth’s videogames have always appealed at first look. You may extend that to ‘first feel’ too, given that they’re usually made of squirming clay and chopped-up degenerated photos; time and again, uniquely and gloriously tactile. But let’s stick with that initial love at first sight idea. I
Sign up to receive each week’s Playlist e-mail here! Also check out our full, interactive Playlist section. The Beginner’s Guide (PC, Mac) BY Everything Unlimited LTD The Beginner’s Guide, a followup from the creator of The Stanley Parable (which is a game about games) is a videogame about the peop
Sign up to receive each week’s Playlist e-mail here! Also check out our full, interactive Playlist section. Everybody’s Gone to the Rapture (PS4) BY The Chinese Room and SCE Sonta Monica Studio The reclaiming of the term “walking simulator” is a great example of a community turning something deroga
We were keen on Everybody’s Gone to the Rapture, the Chinese Room’s spiritual successor to Dear Esther and a furious, beautiful audio-visual experience. The game is literate, subtle, and adult, all qualities missing from a lot of the games we come across, even those that aspire to such descriptors.
Everybody’s Gone to the Rapture designer Dan Pinchbeck has written a long blog post detailing the game’s creative genesis. Peppered throughout are some hints on what the final game—which, after being shrouded in secrecy, is due to be released in early August—might contain. He’s spoken before (to Ki