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Analysis
Character Study
Experience
Resident Evil 4’s history of abuse and trauma
Villains, enemies, and antagonists in the world of Persona 5
Despite everything, it’s still Yu: Trauma and identity in Prey
No S.T.A.R.S.: How Resident Evil 3 neutered a Nemesis
Final Fantasy VII Remake is thinking hard about sex
Stories in a toybox, or how I learned to worry less and play Skyrim forever
Watch Dogs Legion is ensemble comedy trapped in a dystopia
Genshin Impact builds a better, more connected open world
A serious study of FFVIII summons, Part IV: Red string on a conspiracy board
A nice space: Astroneer, Animal Crossing and friendly survival
A serious study of FFVIII summons, Part III: Everything is fine and normal
Re-experiencing Death Stranding in the middle of a pandemic
Even in a dream: Bloodborne, hope, and keeping horror cosmic
Sad dads and dead mothers: The limited misery of in-game parenting
Let’s talk about killing animals in video games
The Outer Worlds’ hollow star and why the player’s role matters
Building character: The slow burn of Dragon Age II
Quick and the Dead: The lie of split-second choices
Getting to know the human animals of Animal Crossing
Resident Evil’s perfect fit with inventory management
A serious study of Final Fantasy VIII summons, Part II: The universe is broken
Stranger in my own house: Expectations and Gone Home
The unpredictable beauty of Blade Runner
Making movie magic in Man of Medan
A serious study of Final Fantasy VIII summons, Part I: What the heck is a GF?
They have no mouth and they must punch
The false theory that ties Final Fantasy VIII together
Forza Horizon’s oddly positive vision of the future
Holding fear in the palm of my hand
Sing when we’re losing: Making failure part of the fun
Final Fantasy XV’s long and winding road
Final Fantasy VII’s misplaced heroics and the tragedy of Seifer Almasy
Choosing evil in Infamous 2 for goodness’ sake
The price of honour among the Dishonored
Fighting for freedom in Liberty City
Electric Boogaloo: A short history of game sequels
Last Breath of the Wild: How to end an open-world Zelda
A match made: HuniePop’s emulation of the dating process
An elegance in emptiness
Final Fantasy VIII is a failure
Self-awareness, interactivity, and Metal Gear’s three walls
Over and Overwatch: Death as a teacher
The parasite feeding on Assassin’s Creed
Sit down, shut up: A brief history of digital chairs
The quiet life of Metal Gear’s Sniper Wolf
Of orcs, men and menus in Mordor’s shadows
Abandoned playgrounds: The transience of open worlds
Solid Snake: a broken Metal Gear in a war machine
Empty texts from outer space
How a Greek epic made a Lost Odyssey
The cult of Mother Base
Not all who wander: Connecting players and game space
Witcher Geralt and the monster of social anxiety
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