My Last Princess: Women as Objects in The Legend of Zelda: A Link Between Worlds

“That’s my last Duchess painted on the wall, Looking as if she were alive.” Robert Browning, “My Last Duchess” (1842) *SPOILER WARNING* In the latest Legend of Zelda title, Link saves a total of nine people from the villain, Yuga. They are (in no particular order): Gulley, the blacksmith’s son and Link’s childhood friend Queen … Continue reading My Last Princess: Women as Objects in The Legend of Zelda: A Link Between Worlds

The Narration and Abstraction of the Camera in Games

Quite a bit of early (or at least earlier) videogame criticism strove to prove videogame exceptionalism. Videogames had a gift, and it was called interactivity. And while the concept of interactivity eventually proved more suffocating than liberating, for a time it felt like videogames actually were unique and by playing them players actually were using … Continue reading The Narration and Abstraction of the Camera in Games

A Cat in a Box: Procedural Storytelling in Always Sometimes Monsters

[Originally posted on PopMatters] I’m really rooting for Always Sometimes Monsters. I want people to play it and talk about it because it tries very, very hard to be a part of a conversation. Sometimes it tries too hard, but in the current videogame climate, where “being political” is an assumed sickness (Harper, Todd. “Erasing your audience … Continue reading A Cat in a Box: Procedural Storytelling in Always Sometimes Monsters