Search Results for:


November 11th

…something inhumane? Let’s be real, I think many of us would have trouble abstaining from looking at the numbers if we could actually see them in real life judging by how important useless statistics like how many friends we have on Facebook are to us.


I have to be honest with you: Tetris is the game I’ve been playing the most lately, so imagine my delight when I reached the end of this terrible desert devoid of Tetris blogging into a veritable wealth of internet-words on the subject.

First up, writing for BBC…

July 18th

…a demonstration that presentation can only get you so far in a game — that a game is meant to be played, not watched. And alas, actually playing Full Throttle is too often not much fun at all.”

  • Tetris [1984] – Arcade Idea Art Maybury zeroes in on Tetris‘ ability to wend its way beneath the conscious brain, the language brain, the legal brain.

“Tetris annihilates my consciousness. I become as if pre-verbal, entirely reliant on visuals and muscle twitches. (Not to overstate the case: this does not occur every single time I play…

February 24th

…named – if you can believe it – Bullet Proof Software. Coincidence? Perhaps. In any case, Bullet Proof worked hard to secure the rights to Tetris across multiple devices. They were hoping to prepackage the insidious little game with their upcoming portable handheld console, called a Game Boy. Facilitated by this little machine, Tetris would grow even further, spreading beyond the arcades, living rooms and office cubicles where it was once constrained. The great big Tetris board called Earth was starting to get dangerously full. And all of the pieces were red.

President Reagan sought to fight Communism with…

April 10th

…aware it’s a puzzle game, not a story game. So what gives?

I would like to propose the term Drop7 practitioners for people like myself— individuals who find something more in the game than one might suspect an iPhone game could provide. This essay is an attempt to understand the game’s effect on me.

Jason Killingsworth at the UpUpDnDn blog writes about creating his own family Tetris lexicon with his brother in ‘Throwing Shapes’:

When we lived together briefly during college, my younger brother Josh and I played a lot of Tetris. Like a

Kotaku UK archive

…little souls

  • Modern life, self-improvement, and Celeste
  • How great puzzle games deconstruct the world
  • Evolution of the roguelike
  • Miss dark days mac gaming
  • What a games trophies can tell you about its players
  • The lost art of saving
  • Under the thumb: the evolution of buttons
  • Puyo Puyo Tetris deserves to be the next big esport
  • Becoming the cabaret king in Yakuza-0
  • Giving tumbleseed another roll
  • What Japanese games can teach us about Japanese culture
  • PuyoGB: Creating a scene around the Japanese puzzler
  • Why Annapurna Interactive is the…
  • August 2021

    …how graphics, style and technology affect the feeling of being in a forest) in numerous videogames old and new. (Autocaptions)

  • A Short Hike: Nature, Cell Phones, and Friendship – Games As Literature (16:10)

    The Game Professor appreciates the way A Short Hike sets up and then subverts typical nature v technology dichotomies. (Autocaptions)

  • Tetris Effect and Other Games with Immaculate Vibes – Jacob Geller (20:00)

    Jacob Geller compares how permutations of Tetris and Marbles videogames (both which originated in 1984 versions) ‘update’ their systems with different aesthetic augmentations and positionings against real-world concepts and environments, to

  • April 25th

    …pieces this week seek to examine the state and legacy of celebrated, popular franchises through the lens of their most recent tentpole releases (don’t fact check me there on Tetris, there’s like a zillion of those).

    • We’re All* Connected — KRITIQAL Nate Kiernan reflects on Tetris Effect as the apex culimination of Tetris as a vapid, relentlessly-copyrighted Brand–even if it is really pretty in the moment.
    • ‘Nier Replicant’ Beautifully Updates a Classic Oddity, but Can’t Replace It | VICE Dia Lacina savours in the return of Nier to acclaim and attention, while wrestling with the state and

    February 11th

    How can interactive systems subvert the way we normally think things are supposed to be done? This week’s roundup features a number of articles on designing games for different ways of being, as well as examinations of how visual design can make things feel familiar.


    First, two writers take on the ideological expression of games, in relation to capitalism and religion.

    • Clube dos Apreciadores de Tetris – YouTube (Video: no speech) Que Grafico Lixo succinctly and wordlessly demonstrates the anticapitalist narratives that can be read in Tetris and its appropriations by artists such

    ReadySet Zam archive—-but-its-far-from-perfect


    December 13th

    …and geopolitical contexts behind Assassin’s Creed Valhalla to understand the strengths of its historical storytelling.

  • No Man’s Sky: Through A Screen, Dully – GlitchOut Oma Keeling plays No Man’s Sky and finds that it’s more than retro in its sci-fi stylings–it’s a game out of time, with nothing to say.
  • Learning Tetris | Unwinnable Diego Nicolás Argüello writes about rebuilding and recovery–via relationships, via self-reflection, via Tetris Effect.
  • Dead Things Matter Too, Abzû – Venoms. Die. Twice. E. meditates on death, rebirth, and the phenomenology of the ocean in Abzû.
  • “To play Abzû is…