Is it a coincidence that autobiographical games are the ones that seem to experiment with new storytelling ideas the most? Look at the infinite scrolling world of life and death in Passage (2007), the collage of frustrations in Dys4ia (2012), the awkward online conversations of Cibele (2015), and th
Nick Preston decided to call his upcoming series of short adventure games Toryansé after the Japanese folk song of the same name. The song is traditionally sung as part of a children’s game—Warabe uta, which is very similar to the English nursery rhyme game Oranges and Lemons—but has surprisingly da
Videogames have a history of being terrible at depicting young girls. The problem is usually that the designers want you to care about them, to want to safeguard them, but try to engineer that in the most obnoxious way. Either they’re being used as zombie bait like Sherry in Resident Evil 2 (1998),
A 20-something girl stands in an elevator. There’s an eye patch on her face, a shotgun on her back, and a pistol in her right hand. The door opens, and she hits the ground running into a room full of drones. They hover over her, firing red lasers completely bent on killing her. After all, why wouldn
“You had a good life. But things changed,” explains the narrator of Asemblance as you begin your descent into a world of reconstructed memories. The machine asks how much of your past life you remember, then: “Are you sure you want to remember?” Last year, Niles Sankey founded Nilo Studios out of a
French philosopher Guy Debord talked about the idea of the dérive, a mode of travel where the journey itself is more important than the destination, where travelers “let themselves be drawn by the attractions of the terrain and the encounters they find there.” But to think of dérive as a kind of ran
Problems are no longer immaterial in Nadav Tenenbaum’s “abstract journey” WEAVE. They rise up silently from the seas as huge spheres of ebony, blocking out the sun. Or they take up all your living space as unconquerable Sisyphean boulders. Problems cannot be ignored and they will find you. This is w
Found footage style storytelling like Blair Witch Project compels horror movie audiences for obvious reasons. Unlike regular film experiences, found footage supposedly has no author. With no one telling the story, the audience almost begins to feel as though they themselves are the ones responsible