What We Do in the Darkness

Exploring the Trauma of Town of Light's Renée

Content/Trigger Warning: Discussion of trauma and sexual assault.

Darkness is often synonymous with fear; where things go bump in the night, where monsters live. But what could make someone fear the light?

For Renée T., the protagonist of the LKA’s The Town of Light, the light bathed her with hellish attention, turning her inside-out. The game’s title, which initially strikes one as pious and placid, is actually a description of terror. The town is a mental asylum where young Renée is confined, in an Italian village at the height of the Second World War. Women couldn’t vote in Italy; lobotomies were all the rage; ‘hysteria’ was a diagnosis. Continue Reading

The Lost Levels

of New Games Journalism

In reality, this mode of criticism brings us closer to, not further from, the majority of people who play games. Thinking through sensations of motion, for instance, helps to explain popular experiences with mechanics like quick-time events, exposing both their promise and their failings. When you are sensitive to the way a game literally feels, you can understand why some quick time events feel rewarding—they adeptly simulate a physical sensation—and why some don’t, like mere button-mashing that bears no resemblance to the action taken by the avatar on screen. Continue Reading

‘We Will Force Gaming to Be Free’

On GamerGate & the Licence to Inflict Suffering

GamerGate will be remembered for its breathtaking scope; it drew together hitherto dissociated monads of angry, resentful elements in gaming— once content with shouting from the pestilent valleys of comment sections and tweets by themselves—and made of them a movement with a battle-standard.

From the beginning it was a concatenation of ironies. They declaimed unethical games journalism with the aid of an unethical journalist; they claimed women and minorities were #notyourshield while using them as a shield against criticism of GamerGate; they excoriated “blacklists” while creating aggressively enforced boycott lists of websites and authors who disagreed with them; they averred their movement had nothing to do with Anita Sarkeesian and Zoe Quinn even as they remained unable to stop talking about them; they promoted a vague notion of “inclusion” while expending great energy claiming that there was nothing wrong whatsoever with gamer culture’s treatment of women Continue Reading