
Design & punish: A review of Prison Architect
To punish less, but to punish better.
To punish less, but to punish better.
Where, if anywhere, is the line between casually offensive videogames and transparently hateful videogames situated? How many white, male playable characters and tokenized female or minority NPCs does a game need before we declare that the whole enterprise is rotten? These questions come up with alarming frequency when examining videogames, yet for all the tropes and slights—or, to use a mot juste, microaggressions—the line separating “problematic” games and hateful games is usually seen as incredibly difficult to cross. It’s never been easier to create a stupidly offensive game, yet it’s not getting that much easier to declare the whole edifice rotten to…
The crime drama aims for gravitas, and misses.
See yourself in your phone.
Procedural rhetoric is at its finest in Parable of the Polygons.
Whiteness does not exist in a vacuum.
Listening to white people talk about race may be hard to swallow, but it’s important.