Monstrous Spaces in a Sea of Fog: Silent Hill 2 and the Pathetic Fallacy in Video Games

Foreword: I originally wrote this academic paper some time in 2013 and revised it in 2015, and it was republished at the UC Berkeley Comparative Literature Undergraduate Journal for their Fall 2015 issue. _ This essay closely examines John Ruskin’s literary concept of the pathetic fallacy within the parameters of the survival horror videogame Silent Hill 2. … Continue reading Monstrous Spaces in a Sea of Fog: Silent Hill 2 and the Pathetic Fallacy in Video Games

Opened World: Art Imitates Art

In this world, roadways are less physical than they are mental. The magnetic tapes of Overdubbed Nam June Paik Installation resemble the tangled highway map of Kentucky Route Zero or the labyrinthine cave systems mentioned by Lula in her recordings, tying the artwork to an imagined world. Drawing from a tradition of distinctly American travel narratives … Continue reading Opened World: Art Imitates Art

Moving in Time: A Look Back at the Original Superhot Prototype

The Superhot demo’s understated visual elegance finds its highlight in one lone stretch of hallway with three enemies at the far end, gunfire rocketing towards you. The visual minimalism and your lack of weapons strip away the elements of a shooter game to its essence. Eschewing bombastic action, the demo coerces you to scramble for … Continue reading Moving in Time: A Look Back at the Original Superhot Prototype

2015 in Games: Words on The Order: 1886, Home Is Where One Starts, & Off-Peak

Excerpt on The Order: 1886 Awash in a honeyed, candlelit glow, The Order: 1886‘s conception of industrial London as Dickensian steampunk envisions locales like they’re from charred antique daguerreotypes. There’s a painterly attention to detail with the game, scattering objects like vintage advertisements, faded paintings, and gadgets out of a Jules Verne or Sir Arthur … Continue reading 2015 in Games: Words on The Order: 1886, Home Is Where One Starts, & Off-Peak

Somewhere Between Here and Heaven

There’s no denying the genuine horror of Silent Hill 2’s phenomenally lurid imagery of decaying bodies and bloodied environments, but it’s the game’s fleeting moments of dreamlike beauty that isolate the title apart from the generic trappings of macabre survival horror. Recognizing this dreamlike atmosphere makes sense in the context of Silent Hill 2; James’s … Continue reading Somewhere Between Here and Heaven

The Surreal, Kafkaesque Dream Space of Off-Peak

Off-Peak could justly be called a Kafkaesque game, a sen­si­bil­ity informed by the sur­real writ­ings of Franz Kafka and similar-minded visual rep­re­sen­ta­tions like the afore­said film by Orson Welles but also Terry Gilliam’s Brazil or Richard Ayoade’s The Double. Kafkaesque works empha­size a sense of per­sonal alien­ation amidst an illog­i­cal, unre­spon­sive world resis­tant to pro­vid­ing … Continue reading The Surreal, Kafkaesque Dream Space of Off-Peak

Second Shot: A Case for Kane & Lynch 2: Dog Days, Part One

This is the first half of a long-form criticism arguing in favor of the striking, brutal artistry of Kane & Lynch 2: Dog Days. Kane & Lynch 2: Dog Days offers abundant thematic and stylistic questions for game critics to probe, yet the series’ unwarranted derision accumulated over the years reflects a medium still regressive and … Continue reading Second Shot: A Case for Kane & Lynch 2: Dog Days, Part One