The world of video gaming

The intrepid writers from our Touching the Screen video game column have joined forces for Reverse Shot’s first-ever year-end games roundup.

By Kambole Campbell | January 5, 2024

It is only through environmental context that its sparse narrative reveals itself, and even then the game is content to leave things unexplained by its wild, cosmic ending.

By Esther Rosenfield | December 4, 2023

This is a game explicitly about narrative, adaptation, and the multifaceted nature of games as a medium. The game was produced by Remedy, a studio now blessed with not only the budget to fully realize their vision but also implicit permission to experiment from a gaming public weary of copy-paste open world games.

Part 2 of a special conversation on games and art featuring Destiny 2, Final Fantasy, Hitman, Tower of Druaga, Pathologic 2, and more.

In this special conversation for Touching the Screen, five critics discuss potential angles from which to approach video games as art.

By Dan Schindel | July 11, 2023

If Breath of the Wild found new possibilities for player choice in exploration, Tears of the Kingdom offers enticing glimpses of what is to come as game designers rise to meet the challenge of endlessly creative audiences.

By Dan Schindel | September 23, 2022

The titles forming this recent trend have diegetic time loops, ones built into their narratives and acknowledged by the characters.

By Sam Bodrojan | June 17, 2022

Elden Ring is not just a single-player game but a sandbox, a hobby, a lifestyle. It sold 12 million copies in a single month. It is, bar-none, the event game of the year.

By Sam Bodrojan | September 1, 2021

Faulkner evokes our uncomfortable relationship to the fascism that sits at the core of many games, a Pavlovian dopamine rush meant to mimic the very actions that imperialist militaries use to oppress, control, and murder in the name of jingoistic glory, and subversively offers an alternative path of interaction.

By Holly Green | May 28, 2021

It is a narrative reframing that suggests not empowerment from disempowerment, but rather, redemption through the redefinition of acceptable terms of success. And by overturning the traditional power fantasy, a sympathetic understanding of identity disorders emerges.

By Carly A. Kocurek | January 15, 2021

This is a series firmly situated in a fraught and flawed framing of the past. The core games play out against a backdrop that could easily have been lifted from a Western Civilization syllabus, and that is a foundational problem.

By Brendan Keogh | July 21, 2016

Lots of huge, multimillion-dollar video games look very impressive from the dominant but qualitative perspective of judging digital visuals by how much they don’t look digital at all.

By Brendan Keogh | March 24, 2016

Far Cry 2 perpetuates and depends on colonial themes and values as much as any open-world game, with the key caveat that it works a critique (or, at least, a cynicism) of the colonialist project into its playing.

By Brendan Keogh | September 3, 2015

It’s easy to make something big with three-dimensional graphics, but it’s hard to create a true sense of overwhelming largeness, of the self as puny in comparison to something else.