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The Stanley Parable

February 9th

…paid reviews, “to let you know what you get for your hard-earned cash,” in his words.

Making Sense

For The Atlantic, Ian Bogost references the stoic chaos of Flappy Bird as evidence of games as grotesqueries at which we flail in existential pursuit of order and beauty. Having reveled in the deaths of billions in Plague Inc., Nick Dinicola reflected on how terrifying the nature of puzzles can be, for the delight of intellectual stimulation and sense of overcoming a challenge so easily masks the horror of one’s actions.

Alex Duncan discussed metafiction and The Stanley Parable….

December 8th

…staff involved, it should only take a couple of years.

Ludodecahedral Blog Labyrinth

On his blog Fortress of Doors, Lars Doucet – inventor of the term ‘procedural death labyrinth’ – goes into more detail about the term. Meanwhile, Chris Bateman critiques the exploratory life labyrinth Gone Home. Also on the subject of Gone Home, Dan Cox feels like a ghost when he plays it (warning: story spoilers from the outset).

Carli Velocci has an interesting piece on Kill Screen about narrator gendering in Portal, The Stanley Parable and more, taking a slightly broader approach to Cara Ellison’s…

November 16th

…you make these [treadmill mobile games], I just want you to know that you’re making the new bad TV.”

Elsewhere, Jason Rice weaves together Sleep No More, The Stanley Parable, The Walking Dead, and player performance, looking toward the future of interactivity.



According to a new study by the Queensland University of Technology, playing video games improves children’s emotional, social, and psychological well-being. The study also finds that playing video games together as a family can help build stronger family bonds.