Sights 'n' Sounds: Games As Art

Nothing here!


"To Burn Bright"

Boss battles as pseudo-romantic explosions
"To Persevere"

Difficulty as ludonarrative and a tangible, breathing force distinct from the machinations it inhabits
"To Laugh"

Game-intrinsic UX qualities as avenues for joy and affection
"To Deject"

Melancholy through absence of feedback in terrorizing moments
"To Amalgamate"

Identity and willpower as a sum of abstract data, emotional experiences and glitches
"To Hallucinate"

The flowing lifestream of noise and mirages, confined to the decaying prison of an arcade cabinet
"To Grow Flowers"

Defining the human self through imperfections and unrequited desires
"To Reach Out"

Discomfort and embarrassment as necessary hurdles to human love and self-expression
"To Propogate"

Playing god, and where it takes the sociopathic
"To Groove"

Breaking the easy-to-learn, hard-to-master philosophy through unconventional control schemes

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