Gardenarium
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The Year In Weird

I think I started writing about videogames because I was lonely. What I found in games was a sorely needed form of two-way communication. It started sometime in 2007 when I happened across the Indygamer blog (founded by Tim W., who I’ve now joined in doing similar work on Warp Door), which was regularly discovering and writing about these small, weird games that you couldn’t find anywhere else. After a while, I started to recognize some of the recurring names of the individuals that were making these fascinating experiences. With some of these creators, it was possible to see themes across their oeuvre that collectively explored…

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High Scores: The Best Videogames of 2015

Header image and artwork by Caty McCarthy 25. Lovers in a Dangerous Spacetime (Asteroid Base) Neon cuteness belying hardened spacefaring carnage. A manic platformer disguised as a cheerful shoot-em-up. Lovers in a Dangerous Spacetime is a lot of things, and all of those things are descending on you at the exact same time. With the evil forces of anti-love surrounding you as you save imprisoned space bunnies, Lovers works best with two players sitting side-by-side, working together against near-impossible odds. An AI-controlled dog or cat can accompany you on your suicide mission, but facing down increasing waves of enemies next to…

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The Year in Anxiety

There’s nothing to be worried about, it’s just a quiet walk through the woods. The sun is shining through the leaves. Strings swell in the background as you amble about. Everything is okay. Only it isn’t. Sure, Alessandro Salvati’s Anxiety Attacks starts out pleasantly enough. You are in the woods and everything is indeed picturesque. Your only real job is to breathe. Breathe in. Breathe out. Walk through a field of flowers. Breathe in. Breathe out. Breathe—you get the hang of it. Well, you think you’ve got the hang of it, and then the sky turns red, your breath shortens,…

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The Year of Mom

It begins with her. Whether the birth of a nation or your own life, it all began with her. Inside her, existence takes shape. Outside her, the shape of her existence is forgotten. As American poet and feminist Adrienne Rich says, “Life on the planet is born of woman.” Yet, somehow, the begetter of planet Earth has been all but cursorily kept out of humanity’s central myths, social structures, and ideologies. In Of Woman Born: Motherhood as Experience and Institution, Rich weaves autobiography with literary and historical research to paint a universal portrait of motherhood as it exists under patriarchy.…

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The Year in Feels

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 intuitive. Fun is smashing your thumb down on the square button while Kratos slings around his orange blades. Fun is nailing that QTE and watching Kratos pull out the cyclops’ eye. Fun is when the red blobs come out and makes Kratos stronger,…

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The year in boardgames

“2015 is the year of the board game,” I told everyone I knew. I wrote it out in emails. I typed the words out in text messages. I casually said it over the phone. If friends or family wanted to get me something for my birthday, a PlayStation gift card would not do: I had a manicured Amazon wish list pruned with all the games I wanted to play. Sure, I occasionally played games on a screen. But people know, now: when they invite me over for dinner, they better be ready to play Love Letter or Netrunner or whatever…

Sevastapol
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The Year in Space

“Why Is NASA Exploring Pluto? NASA sends spacecraft to other planets because exploring space is exciting.” NASA Educational Technology Services, 2015 The Sputnik Planum, Pluto It emerges out of the ancient, cratered highland of the Viking Terra like a great lake, rippled with vast waves and sectioned into polygonal pools. It is of course, exceptionally dry, though hills of water ice rise up in aligned ripples like the rake marks of a zen garden. It is young, at least comparatively so, like the cheeks of a child yet to be marked with the scars and pockmarks that life accrues. Its…

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The year in graphic adventures

Growing up, graphic adventures were essential. Sure, I might have gone to Greg’s house to race through some Mario Kart tracks now and then, or called up Izzy if I were looking for the vicarious thrill of watching him charge the dark corridors of DOOM (I was too skittish to actually play). But at home on my dad’s IBM were the mainstays: a treasure trove of epic adventures with funny dialogue and exotic, lushly rendered locales where I could hang out and explore for hours on end. The Caribbean, the lost city of Atlantis, the increasingly satirical lands of Daventry…

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The Year of Not Playing Games

This coming year, I will turn thirty-five years old. Such an accumulation of time brings certain privileges: the ability to run for President; the removal from key marketing demographics, aged 18-34, typically known as Young People; the necessity to buy shampoo that strengthens follicles at the root, “saving hundreds of strands per month.” When I entered that most trend-setting of audiences, way back in 1999, I did not foresee “playing and writing about videogames” as a key element of my identity in this far-flung future. And yet here I am, contributing to a year-end series about an industry whose evolution…