Bound makes a case for ballet in videogames

I was eight years old when I watched my first ballet performance, the Nutcracker, at an old, musty local theater. When the show ended, my mom asked if I wanted to be a ballerina, and to her surprise, I cringed. There was no way I could be a ballerina, I insisted. My body, short and stubby, could never be so lithe, yet strong. To be a ballerina, I thought, would be to somehow transcend the human body’s limits. To my childhood self, ballerinas were these inhuman, majestic creatures who, in their bending and gliding, could tell wordless stories. Ballerinas were…


Bound brings a much-needed dose of ballet to the videogame lineup

Alongside the newest edition of God of War and a horror VR title, Sony Santa Monica talked about a smaller, quieter game at their E3 Conference. Bound is a 3D narrative platformer set to release August 16th. Bound doesn’t look like any other game currently out, both in terms of its unique take on low-poly minimalism, its usage of color, and the movement of your unique main character. There’s an easy connection to be made between the effort and work of ballet and game design, in terms of their difficulty and craftsmanship. Both require years of practice and a certain poetry…


The Ballet game Bound is already sashaying into our hearts

There is a certain ballet to game design. Perhaps not in the visual sense, but in the dedication—the blood, sweat, and tears it takes to pull off even a simple movement. Like a game designer, a ballerina must work night and day, while knowing every aspect of what goes into the beauty of her art, both inside and out. From the high level concepts to the granular, from the emotion of the piece to the soles of the shoes that help her execute it. A ballerina must make a world erupt from the rigid structure of her body, creating by pushing the natural limitations of her canvas. Just…