Depths
When we create, most of our work is never seen. Most of what we pour into our art is too dense and sinks to the bottom, where, though it cannot be observed directly, somehow its presence is still felt. It’s…
When we create, most of our work is never seen. Most of what we pour into our art is too dense and sinks to the bottom, where, though it cannot be observed directly, somehow its presence is still felt. It’s…
I didn’t play it. Well, technically I did. I played for 40 minutes or so. That was long enough for me to remember what an unpleasant, albeit intriguing, world that Oddworld is. Abe, the player character, seems to be the…
I like Anodyne. I liked it more than I expected to, in all honesty: I was expecting a solid and aesthetically pleasing retro-gaming experience, but what I found was something much stranger and more beautiful than I had anticipated. Anodyne…
Around this time last week, I discussed how games have a hard time portraying the unreliability of memories because this erodes the player’s ability to trust the information they’re receiving from the game. I’ve been thinking about that, and it…
Every time something new enters our lives, we rewrite our story to accommodate it. We project it into our future, and sometimes into our pasts, in order to construct a story for ourselves that makes sense and tells us who…
We are connected, each day to the last, by the path of our history. Your memories are the map, and every so often you compare the landmarks of your life against what you see on that map and, invariably, if…
All things are relative. There’s a phenomenon that’s been ongoing in the music industry for the last 30 years called the Loudness War. It goes like this: Audio producers are pressured, both internally and externally, commercially and artistically, into creating…
I seem to be hating a lot of things recently. I’ve always been mature for my age, so I think at 30 I may have started to cross over into crotchety old man territory. If I had a lawn and…
Something I’ve been thinking a lot about recently is how games and other works ask us to engage with them. Each work of art exists within a greater context, and how we parse the messages those works engender is affected…
Well, I’ve finally fixed the collision code to a point where it is, if not release quality, at least decent enough that I don’t mind leaving it like this for a while while I work on other more interesting challenges.…