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Kill Screen archive

…head of rose quartz

  • imagining the technological singularity with factorio
  • what cyberpunk was and what it will be
  • idolmster and the mechanics of depression
  • fairytale of new york max payne 15 years on
  • nintendo is interested in vr just not how you think
  • the furry takeover of media
  • revisiting the gloriously weird games of australias golden age
  • the loneliness of the professional gamer
  • umberto eco and his legacy in open world games
  • we should be talking about torture in vr
  • tetris and the future of architecture
  • an intro…
  • 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 as

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

    December 13th

    …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 to remove oneself from the tension that…

    October 30th

    …is an equally empowering experience.”

    Horror Picks

    Our holiday coverage continues with two more horror-tinged examinations of games and play.

    • My OCD Doesn’t Want Me To Play Horror Games, But I Do It Anyway | Kotaku Ashley Bardhan reconciles her brain with a hobby that triggers it.
    • The New Age Monsters of Tetris Effect: Connected | Gamers with Glasses Don Everhart asks: is Tetris Effect: Connected actually a work of cosmic horror?

    “In co-operative multiplayer, the screen orbits a dark polyhedron, surrounded by other particles. Each CPU is given a zodiac…

    Abstract image evoking bird silhouette

    April 26th

    Links updated 29 June 2017

    This Week in Videogame Blogging, 65 die in a tragic Tetris accident in NYC, and Hard-casual also get the scoop on the Fallout: New Vegas protagonist!

    In slightly less tongue-in-cheek happenings, Jim Rossignol, one quarter of Rock, Paper, Shotgun, noted that “Locked Door” was close to the biggest article ever published on RPS. It’s certainly well worth a read, and a great example of the fact that good games crit doesn’t have to be the straight-forward essayist type. RPS continued its standard of excellence this week with some fantastic coverage of upcoming game

    January 10th

    …no mirror available]. I liked the part about the size of the earth being all wrong, and how a certain shockwave that plays a major role in the plot would actually fail to propagate through the vast vacuum of space. The above quotes are there for a reason.

    Jim Rossignol at Rock Paper Shotgun looks at some recent gaming-related scientific research and summarises the results. It’s quite an intriguing read, for instance, playing Tetris can help with post-traumatic stress related flashbacks.

    Alex Raymond wrote this week about why she writes about games [dead link, no mirror available], namely…

    August 21st

    …with regards to their ultimate fate.

    Unlike Alyssa, I don’t get stressed when my first person player character “dies” in Portal. Her death is impermanent; the player’s respawn is nearly instantaneous and the game replaces puts the avatar pretty much right back at the site of the player’s failure. I no more stress out about launching myself into a turret (oops) than I do about laying a jigsaw puzzle piece in the wrong corner, or about missing a move in Tetris. Portal is ultimately about solving puzzles and although there’s a great narrative framework going on, I don’t

    August-September Roundup

    …Mark argues that games don’t just need a good story; they need good storycraft as well. We don’t need to look at it in such narrow terms as plot and character: even games like Super Mario Bros and Tetris have their own ‘design grammar’ that helps us contextualise their worlds. Story is one part of the language of game design, but if it is there, it has to make grammatical sense.

    Sylvain L. looks at ‘cinematic’ storytelling in games.. I’ve just started a Film Studies night course to help me understand this kind of inter-disciplinary writing, but I can…

    January 2015: ‘Player’s Choice’

    …the Round Table, let’s talk about ‘Player’s Choice.’

    This month, we’re interested in hearing about self-regulated or self-inflicted rules. For instance, do you take stealth games so seriously that any detection causes you to restart from the last save point? Or maybe, when you played Skyrim you completed the game without once using a melee weapon? Alternately, perhaps you refuse to run left in side scrolling games – no backtracking allowed. Maybe you only ever allow yourself to rotate Tetris pieces two times. Maybe you played with an all female cast in Fire Emblem? Maybe, just maybe, you