Chris Priestman

The key to pleasant online game communities? Get rid of chat

Today, Might and Delight rolled out the first of many updates for its “online fable experience” Meadow, in which players roam and survive an open wilderness as various animals. The update added a new playable fox, a “Home” feature that lets you set any location as your animal’s home, new emotes for

A videogame about surveillance that’s designed to be hacked

The popularity of hacking fantasies today has more in common with a legend like Robin Hood than what might be immediately apparent. In both cases, one of society’s underdogs has found a way to cheat the systems upheld by authorities and turn them on their head—either through stealing money or hackin

A Normal Lost Phone aims to find the personal stories in our digital lives

If you’re trying to reach as many people as possible with a game it makes sense that you use an interface they’re already familiar with. Rather than requiring players to learn the ins-and-outs of a new interface it’s probably easier to use one that already exists in their daily life. This is part of

Introducing DISTANT, a game about saving dreamscapes from destruction

Many words can be used to describe last year’s endless snowboarding game Alto’s Adventure, but the one that stands out for me is flow. This encompassed the curves and angles of its snowdrifts, its wordless storytelling, and how smoothly it reset you to the top of its mountain once you fell. It was a

Wunderdoktor has the most bizarre illnesses to show you

In 2014, German game maker Konstantin Kopka released a small game about “looking beneath the surface of serious medical conditions” called Wunderheilung. It had you diagnosing both a bird-person and a strange gentleman with a magnifying glass, searching for the symptoms of their maladies, and then c