A Pace of Walking

Silent Hill, Trauma, and Mapping

It occurs to me that some video games might have a “soul” or a thesis kept out of sight, locked away from interactive or procedural elements. And to access this soul one might have to look at these story elements not as a whole but working in their constituent parts.

Think about the painting, Conscience, Judas by Nikolai Ge, that depicts Judas in a moment swiftly following Christ’s arrest. Continue Reading

Playing/Healing

The Legend of Zelda Majora’s Mask and the Playable Memento Mori

The Legend of Zelda: Majora’s Mask is a game preoccupied with grief, atonement and confronting death. The apocalyptic, cyclical framework of the narrative allows players to interact with characters who fear their own deaths. The medieval memento mori tradition is an aesthetic and (sometimes) narrative trope by which medieval writers, artists and songwriters came to terms with their own mortality often through a confrontation with a corpse. Continue Reading