The rise of women working in Indian videogames

This article is part of a collaboration with iQ by Intel. Many see gaming as a “boys’ club,” but Indian women are proving them wrong. Aside from the growing demographic of female players, Indian female game designers are also telling their own stories in innovative ways, showing just how creative the medium can be. While The Economic Times reported that women only made up 20 percent of the Indian gaming population in 2010, data gathered by Mauj Mobile this past April told a different story. Men still dominate the total percentage of players, but on average women proved to be more…

Beautiful Desolation

Stare wildly at the mutated giraffes of a game set in far-future Africa

“Set in a distant future in an evocative African landscape … he is not from this place or time …” states the tantalizing blurb on Beautiful Desolation‘s website. Those are the only hints regarding the narrative of the next adventure game from The Brotherhood, the team behind bleak sci-fi horror adventure Stasis (2015) and its upcoming side story Cayne. Implications of dimensional and time travel aside, it’s the isometric landscape of distant future Africa that intrigues the most. It’s a world years in the making, first conceived before and then developed during the creation of Stasis. heads bulging with lumps…


The follow-up to Stasis is a mother’s worst nightmare

It seems only right that 2015’s grim industrial sci-fi adventure Stasis should get a spin-off chapter, called Cayne, and the same can be said for the fact that it is to explore the story of an expectant mother. Stasis was an isometric love letter to the dimly-lit isolated vessels, claustrophobic corridors, and weathered lived-in interiors of movies such as Alien (1979), Pandorum (2009), and Sunshine (2007), those derelict places where otherworldly horrors and inhumane activities exist far from prying eyes. Cayne takes place in the same world as that game’s protagonist and his struggles on the mining ship Groomlake, but plans to…


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…