The Talking Dead
The first episode of the game version of the popular comic-turned-telefilm The Walking Dead is an examination of truth-telling, silence, and testimony, which the game's dialogue forces us to grapple with at every twist 'n' turn.
The first episode of the game version of the popular comic-turned-telefilm The Walking Dead is an examination of truth-telling, silence, and testimony, which the game's dialogue forces us to grapple with at every twist 'n' turn.
Tyler Glaiel's Flash hit has blossomed into a much moodier and complicated appraisal of human existence in its PlayStation Network debut. We take a closer look at Closure and how a lot of darkness can bring a lot to light.
How did Vander Caballero, the youngest member of a wealthy South American family, deal with a childhood littered with alchoholism and abuse? He created the world of Papo y Yo, an upcoming PSN puzzler in the form of autobiography set in a favela.
Wondering why so many games send us through hell? Look on the bright side.
What are the roots of free-to-play capitalism? Michael Thomsen argues that in-game commodities and microtransactions are not new ideas so much as the latest ways that videogame companies instrumentalize us.
One of the iPhone's simplest ideas makes a difficult proposition on architecture. Kyle Chayka explains why Rem Koolhaas might love Tiny Tower.
Contemporary architecture is stealing pixels from videogames. Our columnist explores how and why this retro fad has become an unconvincing sign of the future.
The raw materials of New Marais, the setting of Infamous 2 based on New Orleans, tell a story both longer and more pressing than their digital textures suggest. Nora Khan climbs through its multilayered history.