Touching the Screen
The world of video gaming
The way we see a game—whether we can control the camera or not, whether the frame moves or is static, how the frame moves—is an artistic quality as important as (and often interlocked with) its interface, its methods of immersion...
If consumers are paying the big bucks for a game (especially one they have technically already played), what are they actually getting? Padding is, unfortunately, almost always the answer, but Rebirth takes it one step further by padding an arguably padded extension of a fragment of an existing game.
Reverse Shot’s first-ever year-end games roundup.
It is only through environmental context that its sparse narrative reveals itself, and even then the game is content to leave things unexplained by its wild, cosmic ending.
This is a game explicitly about narrative, adaptation, and the multifaceted nature of games as a medium. The game was produced by Remedy, a studio now blessed with not only the budget to fully realize their vision but also implicit permission to experiment from a gaming public weary of copy-paste open world games.
Part 2 of a special conversation on games and art featuring Destiny 2, Final Fantasy, Hitman, Tower of Druaga, Pathologic 2, and more.
In this special conversation for Touching the Screen, five critics discuss potential angles from which to approach video games as art.
If Breath of the Wild found new possibilities for player choice in exploration, Tears of the Kingdom offers enticing glimpses of what is to come as game designers rise to meet the challenge of endlessly creative audiences.
The titles forming this recent trend have diegetic time loops, ones built into their narratives and acknowledged by the characters.
Elden Ring is not just a single-player game but a sandbox, a hobby, a lifestyle. It sold 12 million copies in a single month. It is, bar-none, the event game of the year.
Faulkner evokes our uncomfortable relationship to the fascism that sits at the core of many games, a Pavlovian dopamine rush meant to mimic the very actions that imperialist militaries use to oppress, control, and murder in the name of jingoistic glory, and subversively offers an alternative path of interaction.
It is a narrative reframing that suggests not empowerment from disempowerment, but rather, redemption through the redefinition of acceptable terms of success. And by overturning the traditional power fantasy, a sympathetic understanding of identity disorders emerges.
This is a series firmly situated in a fraught and flawed framing of the past. The core games play out against a backdrop that could easily have been lifted from a Western Civilization syllabus, and that is a foundational problem.
Lots of huge, multimillion-dollar video games look very impressive from the dominant but qualitative perspective of judging digital visuals by how much they don’t look digital at all.