Night in the Woods to unravel its angsty teen tale this fall

There are two types of stories we tend to tell in the Fall: scary stories, and stories aimed at winning awards. Night in the Woods wants to be both. First announced with a Kickstarter campaign on October 22, 2013, Night in the Woods was pitched as a clever sidescroller twist on the adventure game, which quickly attracted attention from eager fans as they helped it earn over $150,000 dollars beyond its set goal of $50,000. The project was also warmly received by critics, who dug its young-adult angst, muted woodsy environment, and light horror themes. Kill Screen’s own Davis Cox…


Nature, Play, and Spirituality in the Pacific Northwest

A massive mountain stands before you, its miles-high peak slashing at the clouded skies. All around you stand enormous trees and tall volcanic boulders, their jagged surfaces covered with moss. A mist hangs in the air. Taking in your surroundings you set off into the mist, towards the mountain, your mind racing with equal parts excitement and curiosity at what new adventures await you within the trees. /// While it’s easy to imagine the above scene as part of a massive open-world game such as Skyrim, for the people of the Pacific Northwest—or Cascadia, as many call it—such moments are…

Gone Home

Gone Home heads to consoles on January 12th with behind-the-scenes commentary

It’s fair to say that we’re quite fond of Gone Home. It was our Game of the Year when it came out for PC back in 2013. And its mark has been left not only on our own minds, but in those of other creators, with Gone Home‘s intimate exploration of household objects manifesting in various game narratives over the past two years. Of course, there’s more to it than that; the moment of genuine terror it manufactures, the homage to the 1990s and teen angst, its housing of one of gaming’s prominent queer relationships, exploring themes of aging and growing…


Against child protagonists

Videogames don’t like people. Of that, the overwhelming amount of fantasy, war and sci-fi games, the ones set around goblins, androids and super-soldiers—the ones patently uninterested in real human beings—are proof enough. But even when games profess an interest in personhood and human experience they avoid substantive fiction. Everybody’s Gone to the Rapture seems to focus on a village in England, and the relationships between the people that live there, but the people are all dead and instead of seeing them and how they interact with one another you find, merely, their ghosts and some recordings of their voices. Gone…


How Tacoma’s ghosts of the past will help you in the present

While it wasn’t a horror game, the utter abandonment of the house in Gone Home made every turn around every corner feel like an imminent encounter with the supernatural. It was only in the material possessions of that house’s residents that any sign of life was even evident. Take that format and throw it out into the cold isolation of space and you have the recipe for an even eerier experience. But on board the space station where Fullbright’s upcoming game Tacoma takes place, it seems we won’t be completely alone. If you count the virtual presences that occupy the…