We’ve been grappling, the past couple weeks, with a game called Bound, and we’ve been particularly struck by the game’s ambiguous narrative and by its surreal landscapes. And something we continue to ask ourselves is–what is the purpose of the conversation between the two, between the narrative and the gameworld? […]
ambiguity
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Last weekend, the two of us played Bound (Plastic Demoscene Group), a game released last month that makes use of surreal landscapes and surreal storytelling. And its surreality and fluid fragmentation seem to work to construct a narrative and world that shifts and changes, that asks us to constantly question the […]