When are boring games more fun than fun games? Kyle Chayka visits the Play Station exhibition at Postmasters Gallery and finds challenging and rewarding experiences.
Super Mario World 2: Yoshi’s Island is a legend among 2-D platformers—but its art design was something to behold as well. It’s intense, vivid and contrasting use of color recalls Fauvism, the 20th century art movement. Just as Fauvism took Impressionism’s abstraction to a wilder, weirder level, so d
In the latest of our monthly column, Kyle Chayka explores the search for photorealism in videogames. Once we can perfectly recreate grass in code, where does photorealism have left to go? Where does the search for photorealism fall apart, how does it relate to the struggle between photography and pa
In the third installment of this monthly column, Kyle Chayka explores the relationship between landscape painting and Minecraft. How does one blocky indie game have the ability to create transcendental experiences just as the greats of landscape painting were able to do? And how does Minecraft allow
Pong, created in 1972 and one of the first arcade videogames, displays two white rectangles and one white square on a black background. These simple geometric structures represent a game of endless complexity, one that is also an ever-changing abstract image whose composition depends on where the ba