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Capsule Review: Depression Quest

A short Twine game in which you play as a character living with depression and experience a series of vignettes which apparently take place over several months. After reading through a scene you are given a list of options and choose how to respond to the situation. Your choices affect your mental state and your mental state affects your choices - some options are displayed but unselectable if you aren’t in a condition to act on them.

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Capsule Review: Until Dawn

An interactive horror movie starring a group of teens who think it’s a great idea to return to a remote mountain cabin on the anniversary of the night an ill-advised prank led to two of their friends disappearing and presumably dying in the nearby woods. What could go wrong? The player controls each teen in turn through conversation, exploration, and action sequences.

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That Which Is Not Forbidden: The Spectrum of Allowance

When Grand Theft Auto III came out, it introduced a new interaction to the series: players could now solicit prostitutes and then kill them to get their money back.

“To engage with prostitutes in the game, all the player had to do was pull up to certain scantily clad women, who would enter the vehicle in exchange for a sum of money. . . . Disturbingly, players found they could reclaim their cash by simply killing the prostitute with their car after she’d exited."
—Samantha Leichtamer, The 5 Most Shocking Grand Theft Auto Moments

This capability persisted in later games in the series and gave rise to a lot of discussion. Much of the commentary was careful to point out that murdering prostitutes is not required at any point. But of course Grand Theft Auto games are exactly that: games. You don’t have to play them at all. And they’re known as games where a lot of the fun comes from messing around in the sandbox, going on murder sprees that are also thoroughly unrequired. So is there a meaningful distinction to be made here?

I think there is. Merely pointing out that you can do something in a game is incomplete. It treats it as a binary, with the action either allowed or disallowed. But game design is much more subtle than that. There’s a wide range of how allowed an action can be.

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Capsule Review: Sonic Runners Adventure

A level-based auto-runner starring Sonic and friends. Tap to jump, double-jump, and triple-jump/fly/forward-smash depending who you’re playing as. Collect rings, defeat enemies, and avoid obstacles while your character races forward to the end of the level. To pass the level, you must complete at least one of its three goals, which are generally about collecting a certain number of rings or defeating a certain number of enemies, sometimes as a specific character.

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Capsule Review: Miitomo

Nintendo’s first mobile app, Miitomo is more social toy than game. It has a few modes - customizing your Mii, providing answers to various open-ended questions (ranging from “What are you doing this weekend?” to “What’s something you’ve lost that you’ve never been able to find?” and everything beyond and in between) which your friends can view and comment on, creating “Miifotos” by posing Miis, speech balloons, and other items against whatever background image you like, and getting new clothing and accessories for your Mii either via in-app currency or the Pachinko-like “Miitomo Drop” minigame.

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Capsule Review: Balloon Kid

A sequel to Balloon Fight that takes the “Balloon Trip” concept and expands it into a full platformer. Play as Alice, a girl who can fly just like a Balloon Fighter with her two balloons. Taking damage will pop first one balloon, leaving you with less lift, and then the second, leaving you unable to fly - but you can still run and jump and if you land on solid ground you can inflate new balloons.

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Capsule Review: Balloon Fight

An action game similar enough to Joust that today it would be called a clone, though there are some changes to the formula and everything is wrapped in a more kid-friendly and arguably more-readable aesthetic. Gameplay still consists of flying fighters in a single-screen arena who battle by bumping into each other with the higher-altitude combatant being the victor, but this time instead of bird-mounted knights the characters are humans held aloft by balloons.

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I Wrote This So You'd Know I'm Smart: Games Criticism and The Beginner's Guide

The Beginner's Guide

Spoiler warning for The Beginner’s Guide.

The Beginner’s Guide is a short (ninety minutes or so) narrative game by The Stanley Parable creator Davey Wreden. I like it a lot and recommend it to folks interested in how we create and talk about games. If you’re intrigued by the game but haven’t played it yet, you might want to do so before reading further. The game has generated a lot of analysis and discussion - my personal favorite being Ian Danskin’s video essay The Artist is Absent: Davey Wreden and The Beginner’s Guide - but there’s a trend among some critics that I find troubling and want to dig into.

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