Environmentalism in Lumino City

Environmentalism in Lumino City

Lumino City is an award-winning game made by State of Play Games that explores the ins and outs of a beautifully hand-built world. To succeed in the game, the player must use investigative skills to work their way through the different machines and processes that structure the city. Through its handcrafted design, the game stimulates the player’s creative side and strives to promote the creation of sustainable energy through the use of reusable objects.

Walking Speed and Game Sensation in Oxenfree

Walking Speed and Game Sensation in Oxenfree

Oxenfree is a point-and-click adventure game that has a clear tone and imparts a certain ambiance for the player as they make their way through the game and interact with the dialogue and story. The suspense and mystery compel them to play on and uncover the ghost story’s mystery.

The Flower of Death: Death-Positivity and Environmental Activism in A Mortician’s Tale

In A Mortician’s Tale, a video game that explicitly takes death and the processes surrounding death as its focus, many of these traditional views about death are challenged and unsettled. The game offers a positive view on death and educates its audience about various options for after-life care.

A Blind Legend: The Interactive Adventures of Sir Edward Blake

In the absence of light, darkness reigns supreme, amplifying feelings of terror and tranquility. The interactive video game A Blind Legend, published in 2015, captures these emotions by conveying the sensation of being blinded, while also fostering gameplay accessible to the visually impaired. Raising awareness about blindness, DOWiNO and France Culture—the developers behind A Blind Legend—focus on the journey of an old legend: the blind knight, Sir Edward Blake.

Plague Inc. in a Post-Pandemic World

Played as a serious game, Ndemic Creations’ Plague Inc. effectively incorporates these elements to underscore its purpose as a game designed to inform players about disease transmission and pandemic culture. Plague Inc. is a single-player video game in which the player takes on the role of a disease and attempts to infect and eliminate the entire global population.

Values and Responsibility in Papers, Please

Designed by Lucas Pope, Papers, Please (2013) is a border-security simulator in which the player is “assigned to the Ministry of Admission in the war-torn dystopian nation of Arstotzka” (Pope 2012). While the player carries out their daily duties of verifying passports and identities, they put their meager earnings towards providing for their family and paying down their debt. As the days pass, players are presented with more and more responsibilities—bribe offers, pleas, and threats—as the State of Arstotzka demands disciplined performance from its employees and pays only by person processed. No time can be wasted in the 12-hour work day, lest the player fail to earn enough to support their family.

Little Nightmares: The Uncanny in Video Games

The world of Little Nightmares is——frankly——disturbing. With every open door, players are forced to uncover the secrets of this uncanny world for themselves——all while facing grotesque enemies and environments. As we work our way through this analysis of Little Nightmares, we will take a closer look at its disturbing fictional world, distorted sounds and graphics, grotesque characters and settings, and darkness——allowing a fresh focus on stealth——to give players a truly horrifying experience.

RiME: Guiding Players Through Grief

In the 2017 indie game RiME, developed by Tequila Works, players experience one of life’s sorrows—grief. RiME is a progression game focusing on challenging puzzles and narrative. The game follows a young boy, Enu, as he journeys through the five stages of grief.

The 2010s: The Rise of Indie Games

Undoubtedly, the last decade was known for its big-budget games. Games like Grand Theft Auto V, The Elder Scrolls V: Skyrim, and The Witcher 3: Wild Hunt made headlines for their massive worlds, epic stories, fun gameplay, and huge sales. But the highest selling game of the decade (and of all time) was an independent game made by a small company called Mojang. A game with blocky graphics, basic gameplay, and a simple story.

Minecraft was the first smash hit from the independent side of gaming. Before its release, games with small budgets and little known developers rarely made headway in the gaming market, with notable exceptions including Braid, Super Meat Boy, and Limbo. It was Minecraft that finally showed how indie games can be just as popular as games made by developers with far more resources and manpower.

Players and Sexuality: How Video Games Can Evoke Empathy for LGBT+ Characters

Because many video games nowadays feature prominent characters that fall under the LGBT+ category, this type of emotional investment that’s built on the in-game interactions with these characters can provide an impact on how the player views people who identify as LGBT+ outside of the game’s magic circle. The increase in LGBT+ representation in Triple-A games puts players in the position of empathizing with characters that fall under the LGBT+ category. Games like Dragon Age: Inquisition and The Last of Us, specifically the game’s DLC, are two early examples of games known for their representation of the LGBT+ community and the strong reaction they received from critics and players alike.