narrative

Angsty adventure game Night in the Woods released after several delays

A little over a week ago, the indie-favorite 2D game Night in the Woods released after nearly four years in development and several delays. Night in the Woods focuses on narrative, telling the story of recent college drop out Mae after returning to her old coal-mining town of Possum Springs. All is

A Normal Lost Phone aims to find the personal stories in our digital lives

If you’re trying to reach as many people as possible with a game it makes sense that you use an interface they’re already familiar with. Rather than requiring players to learn the ins-and-outs of a new interface it’s probably easier to use one that already exists in their daily life. This is part of

Night Call will bring you stylish French noir from the back of a taxi

Night Call‘s shade of noir-infused drama seems to be one part Drive (2011) and two parts Taxi Driver (1976). Upcoming for PC, iOS, and Android, Night Call will have you playing as a Parisian taxi driver who hopes to find the killer who has orchestrated a number of recent murders around the city. But

A theatrical game about the difficult art of conversation

A Ghost in the Static doesn’t tell you anything. All you know is that you’re a figurine constructed out of some sort of wire and are left to explore a dark, mysterious room. Then you encounter another character in the room with you, and that’s when something unique happens. Much of A Ghost in the St

In praise of Call of Duty: Modern Warfare’s most unusual level

On the Level is a series that closely analyzes individual videogame sections, examining how small moments in games can resonate throughout—and beyond—the games themselves. /// Call of Duty 4: Modern Warfare‘s (2007) writers understand brevity. Each loading screen provides a satellite image of the up

The Banner Saga 2 still goes at it hard

The world is breaking. This is what you’re told at the outset of The Banner Saga 2. It’s delivered in a sigh, an exhale, and carries with it the weight of responsibility you bear—not all of those entrusted to your care will make it through the ordeal. There’s an inevitable doom to the proceedings bu

Rainy Day is a powerful and sobering look at anxiety

Rainy Day, a recent interactive narrative by Thais Weiller, is a quick and impactful glimpse of the paralyzing power of anxiety. It was born out of creative frustration when she moved from a design role to production, where she often stayed quiet about her own creative ideas so as not to disrupt the

The First Tree looks foxy (and tragic) in its first trailer

The last time that we talked to David Wehle about his upcoming game The First Tree, it wasn’t much more than a few screenshots of a fox and his earnest desire to tell a story about the nature of life and death. It aims to weave two stories together—a fox searching for her lost kits and a human coupl

Overwatch and the pleasure of transmedia narratives

Before Winston, a glasses-clad gorilla scientist, was leaping across maps to crush his enemies in the chaotic multiplayer battles of Overwatch, he was merely a young ape with big aspirations and an affinity for peanut butter. But you wouldn’t know that from merely playing the game. You’ll find no ca

Fitz Packerton turns packing your bags into a theatrical videogame

The first note of suspicion arises in two boxes sat next to each other on a desk. The label on these boxes is blurred beyond detail by the low-resolution—it’s possible to make out that it depicts a cylindrical instrument, white and red in color. I told myself it must be batteries for the nearby hand

Postcard From Capri, your upcoming videogame vacation

More videogames should be set in the places their creators want to go on vacation. I’m not sure if the person behind Postcard From Capri wants to travel to the Italian island of the game’s namesake but, hell, after having seen the work-in-progress screenshots, I know now that I certainly want to go

A videogame in which the city is the protagonist

The city in A Place for the Unwilling is alive. It may even be possible for it to die. The streets and buildings make up its physical form as bones and muscles and arteries do ours. The population is its life force; rushing like a bloodstream through the alleys and avenues, occasionally stopping for

A videogame dares to ask “What is the meaning of life?”

You might head into Dissonance assuming it to have something to say about so-called “ludonarrative dissonance.” Because that’s all people can think about when the word dissonance comes up in the videogame space, apparently. And, actually, upon playing through the first couple of minutes, you might f

Turning Narrative Into A Play Space With Forest Of Sleep

Proteus creator Ed Key and artist Nicolai Troshinsky of Twisted Tree Games have only talked abstractly about their upcoming experimental narrative game Forest of Sleep before. But now, a few months after its initial announcement, the pair have cut into the specifics of what they mean when citing “em

Memoir En Code, or how to sell yourself through a videogame

“The more you play, the more you know me.” This is the line that hammers out, a single word at a time, every time you open up Alex Camilleri’s autobiographical game album Memoir En Code. It strikes me as an odd objective for a creator to imply to their audience. But, as I think about it, I realize t

Stay, Mum is a tear-jerker about a strained mother-son relationship

According to Freud, one of the most traumatic events in a child’s early life can be watching his mother leave. Observing one child who, following his mother’s departure, would always joyfully fling his toys far away only to reel them back in and do it all over again, Freud deduced that this “game” w

Between Us examines the distance and closeness between two city dwellers

This melancholy London—I sometimes imagine that the souls of the lost are compelled to walk through its streets perpetually. One feels them passing like a whiff of air. – William Butler Yeats Cloaked in fog and rain, London is a city that invites imagination. Its inhabitants all bundled and bustling

The Stanley Parable creator announces The Beginner’s Guide for October 1st

Whatever it was that Davey Wreden put out after The Stanley Parable it was bound to be met with critical and expecting eyes. You can’t make a game that deconstructs the notion of player choice with such gall and humor and avoid having your next creation heavily examined by everyone that plays it. Su