Reading a book is hard work – Book of Hours
Sp_ace and TimesnewRoman set out to become occult librarians. Turns out it’s hard enough to read one single book, let alone create an entire library.
Read MoreThe life and suffering of Sir Brante – We should have talked to the red-haired lady
Sp_ace and TimesnewRoman continued the life of Fredward Brante, missed out on talking to the Marting-Luther-Lady and in exchange got a dose of pollen-brainwashing instead.
Read MoreThe Life and Suffering of Sir Brante – A shimmer of hope
Sp_ace and TimesnewRoman continued their journey as Fredward Brante in the Arnkian Empire. There might be more to this world than we first thought.
Read MoreThis world sucks – Streaming The Life and Suffering of Sir Brante
Sp_ace is streaming again and brought TimesnewRoman along for the ride! After playing for two hours, we can only state: man, this world sucks.
Read MoreHow Games Tell Tales, Part 6: The Beginner’s Guide, Author, Audience, And Owning The Story
In this sixth edition of How Games Tell Tales, I will discuss how the Beginner’s Guide treats the tension between authors and their audience, through a story in which a developer’s games get interpreted.
Read MoreHow Games Tell Tales, Part 5: Bloodborne and Imagined Narratives
In this fifth instalment of How Games Tell Tales, I will discuss how games can tell stories without actually telling a story at all. I will explore how a game such as Bloodborne can create a narrative that players collectively imagine through exploration, vague hints, and atmosphere.
Read MoreHow Games Tell Tales, Part 4: Unreliable Narration, Militainment, and Spec Ops: The Line
In this fourth installment of How Games Tell Tales, I will discuss how games portray unreliable narration. Using Spec Ops: The Line as an example, I will show that the hyperreality of video games influences how an unreliable story can be experienced. I will also discuss the criticism this game has of military entertainment.
Read MoreDetroit: Become Human and its Problematic Relation to History
This article is a continuation of the last article on Detroit: Become Human. In it I explore the game’s controversial relation with references to historical forms of oppression, as well as the lead developer’s (lack of) answers to this situation.
Read MoreHow Games Tell Tales, Part 3: Detroit: Become Human, Freedom of Choice, and Intended Play
In this third installment of How Games Tell Tales, I will discuss games that offer a large amount of player input. Using Detroit: Become Human as an example, I will explore how such choices can work, how most choices are not as meaningful as they seem, and how this intertwines with the concept of intended play.
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