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Making sense of the static

Rough, discontinuous edges; looming architectural masses; bulging swathes of colour—all of them luminous, or cast in shadow. These are just some of the effects you encounter in the growing genre of freeware horror and landscape games, spearheaded by the likes of ceMelusine, Kitty Horrorshow, and Con

A narrative experience where you are the cancer

In an interview for The Guardian, Ryan Green, one of the developers of That Dragon, Cancer, said, “We’ll have less games about saving the world and more about saving your child.” As developers and audiences grow older, more personal stories start to appear as subjects in games, led specially by the

In Buzzard, living is hell

Buzzard, which was created in part by the forward-leaning design squad Babycastles, and recently launched at their gallery in New York, marks its own territory somewhere between a standalone game and a movie tie-in. Inspired by the recent film of the same name by Joel Potrykus, the game is less an a

A series of inputs and outputs

Colossal Cave Adventure (or, Adventure for short) isn’t exactly a familiar title today. Developed during the early 1970s, Adventure was written by programmer Will Crowther while working for Bolt, Beranek and Newman. Crowther was an advent cave explorer, and had vast experience surveying the Kentucky