Tag Archives: Kyle Carpenter

Waiting for the Crash: The Masochistic Mediation of Trials Evolution

Moments of strange synchronicity exist in life. Sometimes, experiences that seem disparate also seem to have an underlying order to them, a point of comparison that unlocks each to the other. We’ve all had these moments in school, when your … Continue reading →

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The Incredible Machine: Auto-Amputation and Incredipede

What happens to your body when you play games? Or, more specifically, how do you think of your body when you enter a game space, when you begin to identify with not your own self, your “meat,” but rather with … Continue reading →

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La Mulana and The Archaeology of Design

The remake of La Mulana has finally been released, and it is good – probably the optimal way to experience this impressive game. Consider that the review portion of this article, and go buy it: now let’s jump into why … Continue reading →

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Offensive Play: The Politics of Cards Against Humanity

A joke has two functions. First, it reveals something hidden; even the lowly pun will reveal a connection between two words that wasn’t obvious (what do you call an alligator in a vest? An investigator.) Some claim the shock of … Continue reading →

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Game Objects: Resonance, The Dream Machine, and The Objective

“Be more objective.” This has become a common refrain both in internet and public discourse, a suggestion in discussions that someone’s position doesn’t matter because it isn’t “rational.” However, I think few people stop to think about what they’re saying … Continue reading →

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The Hagiography of Phil Fish

Indie Game: The Movie has been released to rave reviews across the board, and for good reason – it is a solid piece of human drama, and a fascinating glimpse into the working process of some very interesting people who … Continue reading →

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Horror Done Right: Alan Wake, Language, and Control

by Kyle Carpenter Alan Wake is an interesting game, one that received largely favourable reviews from critics but never seemed to quite find its audience. When people criticize the game, it is largely because of gameplay issues; most laud the … Continue reading →

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Spreading the Virus: A Forensic Review of Prototype 2

Recently, Medium Difficulty EiC Karl Parkenings and I had an interesting experience that I have to recommend to all of you: we got to play a game with a person who helped to make it. The game, in this case, … Continue reading →

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Octopus Sashimi: Examining the Polemics of Tentacle Bento

Editor’s note: the following is a discussion of the status of non-consensual sex in culture and fantasy, and necessarily employs some very charged terms. Please be warned before reading. If you don’t feel comfortable continuing, know that you have our sympathies. By Kyle Carpenter Tentacle Bento, the source of another whirlwind argument regarding the fictionalized portrayal of rape and its place in culture, is going to fade into obscurity within the next few months, but is for now the centre of much deserved discussion.  In many ways a microcosm of the furor that arose over the infamous Penny Arcade “Dick Wolves” fiasco, Tentacle Bento refocused the debate because of the way the game implicitly revolves around the goal of rape, as opposed to a throwaway line in a gag strip. The polemics of this argument are becoming well practiced. On one side, there is the suggestion that Tentacle Bento plays into a Continue reading →

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Review: Treasure Adventure Game

Treasure Adventure Game may very well be the quintessential indie game.

A bedroom coding exercise by Stephen Orlando, founder of Robit Studios, Treasure Adventure game is a labour of love that took over two years to complete. Let me begin by saying that Treasure Adventure Game is excellent, and free. The game structure itself is a metroidvania that, in its emphasis on seafaring, shares DNA with The Legend of Zelda: The Wind Waker. Although the game initially appears somewhat amateurish, with its somewhat simplistic graphics, uninspired title, and somewhat cliched introduction, Treasure Adventure game is a solid piece of design; it offers environmental puzzles that rely on iterative uses of a limited set of items, and progress in the game depends as much on figuring out the game’s systems as it does on acquiring new items. On this point, TAG is superior to the last several iterations of the adventure game series it mimics, such as Zelda and Metroid. Continue reading →

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