Guest Post: How The Beginner’s Guide Harkens Back to the First Ars Poetica

By Shonté Daniels This month’s guest post comes to us from games writer and poet Shonté Daniels. Daniels is currently an editorial assistant at RH Reality Check, and her work has appeared in Motherboard, The Hooded Utilitarian, Kill Screen and elsewhere. You can follow her at Twitter @JohnnyxH.  “As is painting, so is poetry: some pieces […]

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Altgame Profiles: Kitty Horrorshow

[TW: This piece contains some discussion of death, trauma and anxiety. As ever, this profile comes with a huge spoiler warning. Please consider playing the games linked in the piece before reading on.]  Those who follow Kitty Hororrshow know her as the “Mother Crow.” Even after a cursory look at Horrorshow’s many games, one can […]


Notes on Strawberry Cubes: Pallid Hell Child

[TW: This review contains some discussion of trauma, gore, drug use and abuse.]  [Contains heavy spoilers.] I don’t think I’ve finished Loren Schmidt’s Strawberry Cubes. I’m not sure if that’s something I can even do.   I could not plainly describe a narrative for you. I can say that Strawberry Cubes is beautiful and melancholy […]

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Guest Post: Fighting for a Seat at the Table: A Rat’s Tale of Survival and Acceptance

By Veve Jaffa This latest guest post comes to us from Veve Jaffa, a “bioluminescent creator of filmic and digital worlds, queering canon one beloved cis-heteronormative narrative at a time.” You can support their work via Patreon, follow them on Twitter @joiedeveve and check out their games on itch.io. In this piece, Jaffa introduces us […]


Three Fauvists

Videogame culture, by and large, still predominantly values representational spatial aesthetics. That is to say that the way spaces and the things in them look, and how we navigate them, are valued for how verisimilar or adjacent to photorealism they are. The culture even still seems to view text-based representation as somewhat radical (despite its […]

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It’s Just a Ride

[TW: This piece discusses death, trauma, claustrophobia, panic and anxiety.] There’s this episode of The Twilight Zone called “The Hitch-hiker” from 1960 in which a woman named Nan Adams is driving from New York to California. At the beginning of the episode, a kindly mechanic is jacking her tire, making small talk, and instructing her […]


Guest Post: Theatre, Artifice, and the Flawed Emulation of Cinema

By Omar Elaasar  Sufficiently Human’s latest guest post comes to us from Chicago-based writer, artist, video producer, and Editor-in-Chief of clickbliss.net , Omar Elaasar. You can find him him on Twitter, Medium and YouTube as @siegarettes. In this piece, Elaasar discusses the aesthetic and expressive potential of drawing from theater, particularly the set and stage, in […]

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Coherence and Dissonance

It’s about time I addressed this as an essay. When I mean to refer to a game’s internal consistency, logic—or lack thereof—I say “(in)coherence.” When I mean to refer to the unification of a game’s moving parts—or lack thereof—I say “(in)coherence.”


On Genre and the Ludic Device

I’ve been wondering about genre labels like “first-person action-adventure procedural puzzle game with platforming elements” for some time now. I’ve been wondering if they describe anything in particular anymore. I’ve been wondering for some time now what a platform does for a videogame that’s different from what, say, parataxis, does for verse. I don’t mean […]

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Notes on SURREALISTa: The Nostalgia of the Infinite

[This piece contains heavy spoilers!] It would feel like a categorical mistake to focus on SURREALISTa as a “puzzle platformer.” Strictly speaking, it contains both the ludic devices of puzzle-solving and platforming, and so one inclined to focus on its value as a game may be tempted to lavish attention on these qualities. But—and I […]