The fifth and final season of Orphan Black began a couple weeks ago. It’s a show about human clones—about how being a clone might impact both one’s personal identity and one’s relationship to others (that is, one’s potential roles as sister, daughter, mother, partner). But more than that, the show […]
bound
Recently I was updating my CV, because I’d been putting it off, of course, while things piled up, and when I was done I marveled at how much space was dedicated to collaborative items. If I was in the sciences, that wouldn’t be anything out of the norm, but it’s […]
I spend a lot of time, much more time than I should, thinking about just what games are. Not what they mean to us, though also that, but what they are, where they begin and end, and what place we the players have in considerations of games. This is a […]
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? […]
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 […]