Category Archives: Games

Perception is as Funny as it is Haunting

In one of Perception’s first scenes, a mansion appears from out of the darkness. Cassie, the game’s protagonist, walks through its front door. Outside the wind whips snow; inside it’s quiet except for the creaks of old wooden floorboards against the weight of her footsteps. Without needing to be told what kind of story is about to be told, the environment communicates everything about its genre. An abandoned house, old and huge, layered with decade upon decade of history will always be a ghost story in and of itself. Its halls and rooms contain eras past and present all at once, defying linear time like the spirits of the dead.

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Little Nightmares, Powerlessness, and Survival

Deep within the hold of a gigantic ship, a little girl in a yellow rain jacket huddles beneath an oversized bed. Next to her, the frame and mattress are roughly the size of truck. She’s hiding from a man whose proportions seem more in line with the setting he inhabits—until the player sees his horribly distended arms. Though of the proper size to walk through the ship’s enormous doors and passageways, the man looms over the girl like a giant. He’s a powerful, terrifying presence not just because of his appearance, but because he’s bigger than the child he hunts. His arms make this clear. They reach further than they should.

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Grappling with the Unforgiving Ecosystem of Rain World

Clenched in the jaws of a bright blue lizard, Rain World‘s slugcat looks tiny–a ragged doll whose furry body seems insignificant in scale next to the other creatures it shares a world with. The slugcat, a snowy little animal that finds the natural meeting point between the boneless malleability of bug and cat, is meant to seem less powerful than everything around it. It’s small. It doesn’t have sharp teeth or claws. It’s midway up the food chain, eating plants and plucking opportunistically from swarms of bats. The slugcat isn’t much of a hunter, which is a point the player realizes quickly. Remembering it is important.

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Remembering Binary Domain


Yakuza Team’s Binary Domain hasn’t made a lasting impression. The third-person shooter garnered favourable, but not glowing reviews upon its 2012 release (the PC version holds a 68 on Metacritic), but it seems to have been largely forgotten in the years since—a shame for something that, however imperfect, deserves far more attention than it’s received.

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2015, Collected

newyearsThere isn’t much of 2015 left and, as always, that makes me feel a bit reflective. So, in the spirit of looking back while preparing, too, for what’s ahead, I’ve rounded up some of the stuff I wrote about games throughout these last 12 months.

Doing this feels a little self indulgent, but I think it’s a good idea to have a snapshot of 2015 in videogames all rounded up in one place, even if it’s just my own work.

So, here are a few of the pieces I wrote this year, collected:

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Cibele and Love in the Internet Age

Cibele_Splash*This piece discusses Cibele as a whole. I recommend playing it first before reading if you’d prefer to discover the plot for yourself.*

Playing Cibele is profoundly uncomfortable. The game’s subject matter is innocuous enough—it follows a young woman as she falls in love with an online friend—but, the way developer Star Maid Games presents this story turns what could have been a dispassionate anecdote into an experience that feels as intimately invasive as snooping through someone’s diary.

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SHOOTER in StoryBundle


Apologies for the continued self promotion, but, well, I’d love for you to read SHOOTER and will take any opportunity to help make that happen. And here’s a good one! The latest StoryBundle brings SHOOTER together with a number of other great books for a very reasonable price. The charity funds raised from sales of this bundle also go to Prisoners Literature Project, which sends books to American prison inmates.

If you’re interested in SHOOTER and the other books included in the current StoryBundle you can (and probably should) buy it here:


Reid McCarter is a writer and editor based in Toronto. His work has appeared at Kill Screen, Paste, VICE, Playboy, and The Escapist. He is also co-editor of SHOOTER (a compilation of critical essays on the shooter genre), runs Digital Love Child, and tweets @reidmccarter.

Patrick Lindsey is a game critic and occasional developer whose work can be found on Polygon, Unwinnable, and Paste. He co-founded Pixels or Death and co-hosts the Indie Megacast. Read his tweets @HanFreakinSolo, if you dare.