Sights 'n' Sounds: Games As Art

Nothing here!


"To Groove"

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

Playing god, and where it takes the sociopathic
"To Reach Out"

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

Defining the human self through imperfections and unrequited desires
"To Hallucinate"

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

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

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

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

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

Boss battles as pseudo-romantic explosions

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