Tag Archives : videogames


Notes on Crisis Theory: An Unmanageable Resource Sim

Crisis Theory by Colestia, also known as Australia’s own David Cribb, is a kind of resource management game that subverts every assumption we’re taught to make about resource management games. The game is essentially a capitalism sim represented as a flow chart. Each node in the chart represents some part of the chain of production, […]


Notes on POST/CAPITALISM: The Base and The Superstructure

POST/CAPITALISM by Colestia (a.k.a David Cribb) is, in short, an inverted resource management sim . Or, it might be more accurate to describe as a kind of socialist SimCity, as Heather Alexandra did at Kotaku. Both approach the underpinning ethic of the game, which, unlike most games of the genre, doesn’t take hours upon hours to complete. This […]


Distraction, Consumption, Identity: The Neoliberal Language of Videogames

In passing I’ve referred to the videogame industry as neoliberalism’s hideous nephew. Artist Liz Ryerson has gone into more depth on this sentiment; she’s written at length to this effect on her blog, and tweeted that “the language of videogames is neoliberalism” not long ago. It’s an easy observation to make, so plenty of critics […]

Screenshot - Pokemon Red

Guest Post: Gradius III and Impossible Difficulty as an Avant-Garde Texture

By LeeRoy Lewin This latest guest post comes to us from game developer LeeRoy Lewin. Lewin is a member of  Washington-based dev collective VEXTRO and a regular contributor to JRPGs Are Dead. You can play his poem-game, Into the Mouth of Silence, on itch.io, and follow him at @wasnotwhynot. When difficulty in videogames is considered, it’s usually in terms […]


Notes on An Evening of Modern Dance: Deliberate Gestures

Joseph Parker’s An Evening of Modern Dance presents itself, at least at first glance, with all the self-serious trappings of the real form on which it’s based. The stage before you is dark, stark, with a mise en scène that’s empty save for the dancers and the spotlights trained on them. There’s a classic red curtain and an apron, and the wall-to-wall smoothness of Unity textures make the place feel unreal, serene, and ghostly, as if carved from clay and finely sanded.


Ways of Playing: Eastern Mind: The Lost Souls of Tong-Nou

Welcome to episode 2 of Ways of Playing! Continuing my investigation into the works of Osamu Sato and OutSide Games, this episode takes a somewhat truncated look at their first ever release. Metaphysical questions abound in this atmospheric 1994 adventure game about self-actualization and spiritual growth. Eastern Mind: The Lost Souls of Tong-Nou draws from an indulgent mix of aesthetic, literary and religious influences, as well as an impish (maybe even downright mean) sense of humour to bring its themes home. Considering how much there is to discover in this game, I only hope I did it justice.