Feature
Idolm@ster and the mechanics of depression
A Japanese arcade rhythm game does what film and therapy can't: it makes you feel powerless inside someone else's depression — and that's exactly the point.
Feature
A Japanese arcade rhythm game does what film and therapy can't: it makes you feel powerless inside someone else's depression — and that's exactly the point.
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I have a lot of memories with the Tony Hawk games. The Tony Hawk series, perhaps most notably Tony Hawk’s Underground (2003), represented a scrape-and-bruise-free foray into youthful anarchy. Tony Hawk’s skateboard games were the anti-sport for kids like me that didn’t have any sports of their own t
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Threadsteading is a strategy game about quilting, or perhaps more accurately, a strategy game that is quilting. Controlled by a quilting machine (or an embroidery machine in its portable form), Threadsteading is a two-player competitive game. In it, the players try to nab territories on a hexagonal
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Okage: Shadow King (2001) was always the game that barely slipped away. The game Hot Topic would have capitalized on, had it discovered it in time. The game I (now regretfully) sold as a teen for store credit to put towards buying a PlayStation 3. Yet now, despite the odds, Okage is back. When it wa
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It was an early afternoon on the final day of the Game Developer’s Conference this year. Everyone scuttled into one of the larger panel halls of the Moscone Center, most looking exhausted over one of their busiest weeks of the year (or maybe just hungover). As everyone swiftly got seated, the panel
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“This could be anyone.” This is the premise for game designer Michael Levall’s upcoming game, Please Knock on My Door. It’s a choice-driven narrative, with three paths awaiting the player on exploring the realms of depression, social anxiety, and general phobia. The game begins almost as any workin
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There’s a moment in the demo of Rez’s PlayStation VR inception (retitled as Rez Infinite) where I accidentally transgressed my professional demeanor and said “holy shit.” Not a lone “holy shit this is kinda cool,” as I glanced around the technicolored space of Area 02. Nor a woozy “holy shit I feel
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“We always want more control,” said EA DICE’s Fabien Christin, Senior Lighting Artist (and a man who is very particular about reflections), who led a fruitful panel at the Game Developer’s Conference on Thursday morning. In his technical talk, “Lighting the City of Glass – Rendering Mirror’s Edge Ca
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“What actions are ideal in a jump curve?” asked Playdead level designer Martin Fasterholdt to a sizeable crowd for his panel at the Game Developer’s Conference. In a discussion that stemmed from Fasterholdt’s own master thesis, the “You Say Jump, I Say How High?” panel explored the varying degrees o
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There’s something perpetually charming about tangible crafts in videogames. Whether it’s the hand-made wool in the iOS space-travelling title Voyager (2012), or the ever-customizable papercraft charm of Tearaway (2013), crafts-turned-aesthetic in games always adds an extra layer of tangibility to an
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You’re a kid in a dust-ridden bookstore. The bookshelves rise high, nearly touching the ceiling, with ladders that slide the perimeter. Buried in the back of the store is the oldest of bookshelves. The color’s faded from the bindings of the books that sit within it, the text made hard to read by the
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Surrealism, by its least-detailed description, is the illogical illustration of one’s dreams. Be it through painting, writing, or anything else in the art realm. From the works of surrealist pioneer Max Ernst, to the ubiquitous Salvador Dalí, the textbook surreal aesthetic is known far and wide—and