Healing and Togetherness As Metaphor in Ico & Games Criticism

1. Contained within this piece are two related arguments. On the one hand, I offer my initial Blogs of the Round Table investigation on healing and save points in Fumito Ueda’s Ico, examining the game’s emphasis on handholding and mutual rest as indicative of broader themes of unspoken solidarity. On the other hand (and against … Continue reading Healing and Togetherness As Metaphor in Ico & Games Criticism

Missed Shot: No Case for Need for Speed: The Run

Like EA Black Box’s previous game Need for Speed: Undercover, The Run attempts to expand racing game formulae with a generic crime storyline overlaid atop familiar driving gameplay. However, the developer’s endeavours to introduce features such as on-foot quick time events and encounters with armed enemies only connect the game with cheap, B-tier action/crime titles … Continue reading Missed Shot: No Case for Need for Speed: The Run

Player Two: An Interview with Benjamin Poynter

Interview by Miguel Penabella Initial edits by Justin Keever Originally published October 24, 2012 New edits and introduction written November 2016 Mobile gaming has evolved significantly since 2012, and the media industries that sustain these technologies carry with it meaningful discourses concerning issues of labor, resources, infrastructures, globalization, surveillance, and agency. While once ubiquitous games … Continue reading Player Two: An Interview with Benjamin Poynter

Opened World: Nostalgia Ultra

Like other coming-of-age “last hurrah” adventures including Ferris Bueller’s Day Off or Superbad, Oxenfree maintains a delicate atmosphere of apprehension, the lingering disquiet of friends who know that this may be the last time they have together before moving out from high school. The promise of renewal after graduation and the fear of division and growing … Continue reading Opened World: Nostalgia Ultra