Monstrous Spaces in a Sea of Fog: Silent Hill 2 and the Pathetic Fallacy in Video Games

Foreword: I originally wrote this academic paper some time in 2013 and revised it in 2015, and it was republished at the UC Berkeley Comparative Literature Undergraduate Journal for their Fall 2015 issue. _ This essay closely examines John Ruskin’s literary concept of the pathetic fallacy within the parameters of the survival horror videogame Silent Hill 2. … Continue reading Monstrous Spaces in a Sea of Fog: Silent Hill 2 and the Pathetic Fallacy in Video Games

Opened World: Art Imitates Art

In this world, roadways are less physical than they are mental. The magnetic tapes of Overdubbed Nam June Paik Installation resemble the tangled highway map of Kentucky Route Zero or the labyrinthine cave systems mentioned by Lula in her recordings, tying the artwork to an imagined world. Drawing from a tradition of distinctly American travel narratives … Continue reading Opened World: Art Imitates Art

Moving in Time: A Look Back at the Original Superhot Prototype

The Superhot demo’s understated visual elegance finds its highlight in one lone stretch of hallway with three enemies at the far end, gunfire rocketing towards you. The visual minimalism and your lack of weapons strip away the elements of a shooter game to its essence. Eschewing bombastic action, the demo coerces you to scramble for … Continue reading Moving in Time: A Look Back at the Original Superhot Prototype

2015 in Games: Words on The Order: 1886, Home Is Where One Starts, & Off-Peak

Excerpt on The Order: 1886 Awash in a honeyed, candlelit glow, The Order: 1886‘s conception of industrial London as Dickensian steampunk envisions locales like they’re from charred antique daguerreotypes. There’s a painterly attention to detail with the game, scattering objects like vintage advertisements, faded paintings, and gadgets out of a Jules Verne or Sir Arthur … Continue reading 2015 in Games: Words on The Order: 1886, Home Is Where One Starts, & Off-Peak