Call for Columnists: Brainy, Artful Generalists, Rejoice!

Friday, May 17, 2013
Thomas Was Alone turns a simple rectangle into a tragic hero.

There’s an old Ikea commercial about a woman getting a new lamp. She gets rid of the old lamp, placing it out on the sidewalk with the garbage in the rain, and from outside, we watch through a window as the woman turns on her new lamp and sad music swells. Then a guy steps into frame and says, “Many of you feel bad for this lamp. That is because you crazy. It has no feelings, and the new one is much better.”


It’s a funny commercial that makes us consider the emotional efficacy of the tools of cinema: shot placement, setting, lighting, music, etc. When these tools are used correctly, we can be manipulated into feeling sad for an inanimate lamp.


Games have their own unique tools of storytelling, and Thomas Was Alone uses all those tools to a similar effect as it crafts a shockingly moving story about a bunch of rectangles.


Thursday, May 16, 2013
I don't know what's in the cube, but I do know that what's outside of it offers valuable insight into the current state of video games.

The end is in sight. Even as I write this, people are chipping away at 22cans’ Curiosity: What’s Inside the Cube? Block by block, they’re inching towards revealing what Peter Molyneux has described as a potentially life-changing experience for the person that reaches the inside. It’s the type of sentiment so outlandish, so classically Molyneux that it preemptively parodies itself. There has been a lot of talk about Curiosity: whether it’s a game, whether it’s a scam, and (of course) what’s in its center. Maybe I lack faith or imagination, but I think the story around Curiosity is its most interesting feature. Regardless of how you feel about it, Curiosity is a case study of some of today’s most important industry dynamics:


Wednesday, May 15, 2013
While one would hope that humanity would aspire to a cleaner, post-apocalyptic condition, for the sake of art I guess I have to settle for dirty toilets and filth encrusted walls.

This isn’t my first time through the metro.


I played through a goodly chunk of Metro 2033 on its release, and I was impressed by much of what others have observed about the game.  The world of Metro is incredibly beguiling, a rich, detailed post-apocalyptic Russian underground whose craftsmanship is hard to ignore.  Like games like Bioshock, the world of Metro is one in which it is a pleasure not merely to run-and-gun through, but one that begs to be closely looked at and appreciated for the authenticity of its scars and ruin.


This week, it's minimalism. It's video games. What more can we say?

This week Nick and I talk minimally—about minimalism in video games.


What more can we say?


Friday, May 10, 2013
The first half of Dead Island contains an interesting subtext concerning class warfare that’s only apparent now after playing the subtext-fee Riptide.

Dead Island is a game I appreciate all the more in retrospect, now that I’ve played its lesser sequel. While it dragged on in its latter half, its first half contains an interesting subtext concerning class warfare that’s only apparent now after playing the subtext-fee Riptide. The first game also subverts the typical zombie origin story as well and again does so in a way that’s only apparent after playing Riptide, which falls back on clichés.


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