Feature

Let the kids flip water bottles, they need it

It begins with the blankie. Mother isn’t able to comfort you all day every day, and your developing brain is rapidly attuning to that fact. But you also aren’t able to comfort yourself, not yet, not entirely; the feelings are too strong, language and notions of cause-and-effect relationships too nascent. And so the blankie. It is, by all accounts, an ordinary blankie. But in your tiny hands it possesses a special power, one that until now has been the exclusive purview of your mother, which is the power to comfort. Of course, even your young and elastic mind can appreciate…

Review

Darkest Dungeon’s unpredictable terrors get inside your head

His foot slipped, and Kugel the cleric fell toward the lava that was rapidly filling the chamber. He seemed oddly resigned, taking no immediate actions to alter his fate. “Perhaps this is the end of Kugel,” he whispered as his boots hit the magma. Darvin the fighter, too high up to be of immediate help but ever the problem-solver, called down to the monk Talia, beseeching her to extend her staff for Kugel to grab. But a sudden fit of selfishness had taken hold of the monk. “I don’t think so,” she replied calmly. “I really like this staff. It’s…

Feature

Valkyria Chronicles is a different kind of war story

We tell a lot of stories about war. The appeal is, in one sense, straightforward: war checks off nearly every box in the dramatist’s playbook, replete with high stakes, clear protagonists and antagonists, and themes of heroism and loss. But the pendulum swings the other way, as well: wars don’t just make for good stories, good stories also help us cope with war. In order to wrap our minds around these big, bloody catastrophes, fraught as they are with inscrutable ideological and economic motivations, we construct simple narratives to bring coherence to the incoherent. Videogames hold a particularly vested interest in…

Review

Shadwen is a stealth game trapped in adolescence

Playing a stealth game is like dancing. Or, more accurately, it’s like the evolution of how you approach dancing over the course of your life. Starting out, you’re a junior high pubescent: every move is a little awkward and the rules of appropriate conduct somehow seem both unclear and inviolate. You accidentally put your body in the wrong place and a whole goddamn army of humiliation descends upon you. Then the game progresses, and you’re in high school: you’re starting to get the hang of things, in terms of physically navigating the environment but also in appreciating that while there are…

Shadow of Destiny
Feature

Shadow of Destiny, the PS2 game ahead of (and behind) its time

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here.  /// Paracelsus first coined the term “homunculus”—the Latin portmanteau meaning “little man.” The 16th Century occultist used the word to describe a miniature, fully-formed human that he believed could be produced through the “putrefaction” of isolated human sperm within a horse’s womb (yes, you read that correctly). The unconscious desire implicit in this bizarre interspecies experiment—for a man to be able to create life without the aid of a woman—was apparently lost on Paracelsus. He presented the idea as…

Review

1979 Revolution is a history lesson for the Netflix generation

As a school-aged kid in the 1990s, I didn’t spend a lot of class time talking about Iran. The name Ayatollah Khomeini meant more to me as a reference to a joke from The Simpsons than as an actual historical figure. As an adult, I became marginally more aware of Iran’s contemporary position within Middle East quagmires and U.S. international tensions, but my understanding of its recent history grew no more sophisticated. So when I sat down to play 1979 Revolution: Black Friday, I felt both curious and ignorant of the world I was entering. And, to developer iNK Stories’ significant…

Posthuman: Sanctuary
News

Posthuman: Sanctuary challenges how board games are adapted

When adapting a game from tabletop to computer, emphasis is often placed on reducing abstraction. Objects, characters, and events only representable by cards, markers, or dice in the physical world can instead be fully realized by digital artists in a videogame. But Gordon Calleja, game designer at Malta-based studio Mighty Box, isn’t sold on this approach. Calleja is currently heading a Kickstarter campaign for Posthuman: Sanctuary, a videogame that expands on the ideas of his board game Posthuman (2015), itself an unusual and technically complex mixture of tactics and narrative storytelling. “for games we need a radical reconceptualization of those…

Review

Californium can’t get past writer’s block

Growing up in the heyday of graphic adventures has caused me to live in fear of the pixel hunt. It used to be that I’d load up the otherwise innovative Indiana Jones and the Last Crusade (1989) or the visually sumptuous Riven (1997), only to spend hours stuck, madly combing the screen for details that were secretly interactive. I would click every gradient of a stone wall, every book on a library shelf, but nothing would happen. Next screen. Click, nothing. Click. Click, click, click, click. I might cry out expletives in a raspy whisper at the height of my…

Review

The impossibility of sadness in That Dragon, Cancer

Art has always been useful for drawing our attention to the controversially sad. Take something like Zoe Quinn’s text adventure Depression Quest; depression is, by its nature, a miserable affliction, but it is also a diagnostic category burdened by stigma, shame, and skepticism. Some people insist that reliance on psychotherapy or medication is a sign of moral weakness, while others deny that clinical depression exists at all. Playing Quinn’s game and allowing yourself to feel sad therefore becomes a form of social action; to play is also to take a stand, placing yourself on one side of a debate. The…