The dream of creating photorealistic video games seems odd to me when considering the medium itself, especially in contrast to other artistic mediums.
21 Jan 2015
In The Binding of Isaac: Rebirth, the body is wrecked and made ugly for the sake of freedom from fear. Instead, it becomes something fearful in its own right.
26 Nov 2014
Grotesque, strange, and difficult, Rebirth offers a fantastic vision of what might be the ideal roguelike.
25 Nov 2014
Here are a few little games to put you in the spirit of the spooky season. How you will come out of the other side is up to you.
29 Oct 2014
In games that feature perma death, by melding narrative consequence to mechanical consequence, a great deal of meaning is added to even the most routine of skirmishes. Death makes play matter.
28 Oct 2014
We don't want utopia. We already have that. We need dystopia, something less familiar, something challenging, something painful.
14 May 2014
While it is possible for a roguelike to tell a story, textually based narratives are a burden to the genre.
05 May 2014
I have found myself struck with admiration recently by games that I have played that have put me in less than empowering positions, games that celebrate difficulty and hardship, struggling and deprivation, rather than empowerment and excess.
23 Apr 2013
The greater the failure of the video game player, the greater the financial reward of the video game machine’s owner. More frustration, more 'death', used to mean more quarters per hour. These days, it means something else, entirely.
16 Aug 2012
Isaac's basement is a horrible place full of blood, vomit, and excrement. But I keep going back, and I know why.
21 Feb 2012
The game's “theology” is less concerned with questioning submission to the will of God than it is about a seemingly deep seated fear of the body itself.
14 Feb 2012
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