A Pace of Walking

Silent Hill, Trauma, and Mapping

Schwager Cover

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

Like Clockwork

Working Through Depression in Shovel Knight’s Clockwork Tower

Lombardo Cover

At the start of each of Shovel Knight’s nine main levels, the game’s eponymous hero springs in from off-screen and lands on his feet, shovel held aloft, as if to challenge the enemies that await. In all but one of those levels, there seems to be a world outside the one he’s about to explore—a ledge that continues back beyond the edge of the screen, or a pathway that has begun to morph into the cliffs and valleys of the upcoming stage. Continue Reading