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The new mundanity of space games

The conference floor was full of astronauts, engineers, and students. Bodies quickly filed past each other to find an open seat. My team of 4th graders waited impatiently to sit. Before I could join my fellow classmates, a hand reached out to guide me to a new seat, away from the others. Instead of

Necropolis couldn’t entertain the dead

How’d dungeons get so big, anyway? Before fantasy games, dungeons were modest medieval cells or imprisonment-themed sex rooms. But in today’s post-D&D RPGs the dungeon might as well be the cornerstone of the universe. Any tough mazey place becomes a dungeon: labyrinths, catacombs, mines, caves, mans

Weekend Reading: I Want Tomorrow Like Yesterday

While we at Kill Screen love to bring you our own crop of game critique and perspective, there are many articles on games, technology, and art around the web that are worth reading and sharing. So that is why this weekly reading list exists, bringing light to some of the articles that have captured

The physical intimacy of Push Me Pull You’s design

This article is part of a collaboration with iQ by Intel. The multiplayer game Push Me Pull You builds a sense of community with the help of a bizarre but goofy premise. In a world populated by strange two-headed “sports monsters,” players must face off against each other in a friendly game of ball

What can architects learn from No Man’s Sky?

Three years after it was initially announced at E3 2013, No Man’s Sky has officially gone gold. Few games in recent memory have created so much buzz. The near-infinite universe that No Man’s Sky offers is plenty reason to be excited but the way Hello Games is creating that universe using procedural